Search Results for

    Show / Hide Table of Contents

    Class NetworkLobbyPlayer

    This component works in conjunction with the NetworkLobbyManager to make up the multiplayer lobby system.

    The LobbyPrefab object of the NetworkLobbyManager must have this component on it. This component holds basic lobby player data required for the lobby to function. Game specific data for lobby players can be put in other components on the LobbyPrefab or in scripts derived from NetworkLobbyPlayer.

    Inheritance
    Object
    NetworkBehaviour
    NetworkRoomPlayer
    NetworkLobbyPlayer
    Inherited Members
    NetworkRoomPlayer.showRoomGUI
    NetworkRoomPlayer.readyToBegin
    NetworkRoomPlayer.index
    NetworkRoomPlayer.Start()
    NetworkRoomPlayer.OnDisable()
    NetworkRoomPlayer.CmdChangeReadyState(Boolean)
    NetworkRoomPlayer.IndexChanged(Int32, Int32)
    NetworkRoomPlayer.ReadyStateChanged(Boolean, Boolean)
    NetworkRoomPlayer.OnClientEnterRoom()
    NetworkRoomPlayer.OnClientExitRoom()
    NetworkRoomPlayer.OnGUI()
    NetworkBehaviour.syncMode
    NetworkBehaviour.syncInterval
    NetworkBehaviour.isServer
    NetworkBehaviour.isClient
    NetworkBehaviour.isLocalPlayer
    NetworkBehaviour.isServerOnly
    NetworkBehaviour.isClientOnly
    NetworkBehaviour.hasAuthority
    NetworkBehaviour.netId
    NetworkBehaviour.connectionToServer
    NetworkBehaviour.connectionToClient
    NetworkBehaviour.syncObjects
    NetworkBehaviour.netIdentity
    NetworkBehaviour.ComponentIndex
    NetworkBehaviour.syncVarDirtyBits
    NetworkBehaviour.GetSyncVarHookGuard(UInt64)
    NetworkBehaviour.SetSyncVarHookGuard(UInt64, Boolean)
    NetworkBehaviour.SetSyncVarDirtyBit(UInt64)
    NetworkBehaviour.IsDirty()
    NetworkBehaviour.ClearAllDirtyBits()
    NetworkBehaviour.InitSyncObject(SyncObject)
    NetworkBehaviour.SendCommandInternal(String, NetworkWriter, Int32, Boolean)
    NetworkBehaviour.SendRPCInternal(String, NetworkWriter, Int32, Boolean)
    NetworkBehaviour.SendTargetRPCInternal(NetworkConnection, String, NetworkWriter, Int32)
    NetworkBehaviour.GeneratedSyncVarSetter<T>(T, T, UInt64, Action<T, T>)
    NetworkBehaviour.GeneratedSyncVarSetter_GameObject(GameObject, GameObject, UInt64, Action<GameObject, GameObject>, UInt32)
    NetworkBehaviour.GeneratedSyncVarSetter_NetworkIdentity(NetworkIdentity, NetworkIdentity, UInt64, Action<NetworkIdentity, NetworkIdentity>, UInt32)
    NetworkBehaviour.GeneratedSyncVarSetter_NetworkBehaviour<T>(T, T, UInt64, Action<T, T>, NetworkBehaviour.NetworkBehaviourSyncVar)
    NetworkBehaviour.SyncVarGameObjectEqual(GameObject, UInt32)
    NetworkBehaviour.SetSyncVarGameObject(GameObject, GameObject, UInt64, UInt32)
    NetworkBehaviour.GetSyncVarGameObject(UInt32, GameObject)
    NetworkBehaviour.SyncVarNetworkIdentityEqual(NetworkIdentity, UInt32)
    NetworkBehaviour.GeneratedSyncVarDeserialize<T>(T, Action<T, T>, T)
    NetworkBehaviour.GeneratedSyncVarDeserialize_GameObject(GameObject, Action<GameObject, GameObject>, NetworkReader, UInt32)
    NetworkBehaviour.GeneratedSyncVarDeserialize_NetworkIdentity(NetworkIdentity, Action<NetworkIdentity, NetworkIdentity>, NetworkReader, UInt32)
    NetworkBehaviour.GeneratedSyncVarDeserialize_NetworkBehaviour<T>(T, Action<T, T>, NetworkReader, NetworkBehaviour.NetworkBehaviourSyncVar)
    NetworkBehaviour.SetSyncVarNetworkIdentity(NetworkIdentity, NetworkIdentity, UInt64, UInt32)
    NetworkBehaviour.GetSyncVarNetworkIdentity(UInt32, NetworkIdentity)
    NetworkBehaviour.SyncVarNetworkBehaviourEqual<T>(T, NetworkBehaviour.NetworkBehaviourSyncVar)
    NetworkBehaviour.SetSyncVarNetworkBehaviour<T>(T, T, UInt64, NetworkBehaviour.NetworkBehaviourSyncVar)
    NetworkBehaviour.GetSyncVarNetworkBehaviour<T>(NetworkBehaviour.NetworkBehaviourSyncVar, T)
    NetworkBehaviour.SyncVarEqual<T>(T, T)
    NetworkBehaviour.SetSyncVar<T>(T, T, UInt64)
    NetworkBehaviour.OnSerialize(NetworkWriter, Boolean)
    NetworkBehaviour.OnDeserialize(NetworkReader, Boolean)
    NetworkBehaviour.SerializeSyncVars(NetworkWriter, Boolean)
    NetworkBehaviour.DeserializeSyncVars(NetworkReader, Boolean)
    NetworkBehaviour.SerializeObjectsAll(NetworkWriter)
    NetworkBehaviour.SerializeObjectsDelta(NetworkWriter)
    NetworkBehaviour.OnStartServer()
    NetworkBehaviour.OnStopServer()
    NetworkBehaviour.OnStartClient()
    NetworkBehaviour.OnStopClient()
    NetworkBehaviour.OnStartLocalPlayer()
    NetworkBehaviour.OnStopLocalPlayer()
    NetworkBehaviour.OnStartAuthority()
    NetworkBehaviour.OnStopAuthority()
    Namespace: Mirror
    Assembly: doc.dll
    Syntax
    public class NetworkLobbyPlayer : NetworkRoomPlayer
    • Improve this Doc
    • View Source
    In This Article
    Back to top Generated by DocFX