Photon Server API
Public Member Functions | Public Attributes | Static Public Attributes | Properties | List of all members
RunBehaviour Class Reference

The run behaviour. More...

Inheritance diagram for RunBehaviour:
Photon.MmoDemo.Client.IGameListener

Public Member Functions

void Awake ()
 
void Start ()
 
void Update ()
 
void OnApplicationQuit ()
 
void OnGUI ()
 
void LogDebug (object message)
 
void LogError (object message)
 
void LogInfo (object message)
 
void OnCameraAttached (string itemId)
 
void OnCameraDetached ()
 
void OnConnect ()
 
void OnDisconnect (StatusCode returnCode)
 
void OnItemAdded (Item item)
 
void OnItemRemoved (Item item)
 
void OnItemSpawned (string itemId)
 
void OnWorldEntered ()
 
void SetAvatarName (string name)
 
void OnRadarUpdate (string itemId, ItemType itemType, Vector position, bool remove)
 

Public Attributes

bool DebugLog
 
GameObject ActorPrefab
 
float MaxUnityUnitsForWorld = 1000
 
WorldData world
 
Text WorldNameText
 
Text WorldXUnitsText
 
Text WorldYUnitsText
 
Text AreaUnitsXText
 
Text AreaUnitsYText
 

Static Public Attributes

static float WorldToUnityFactor
 defines how world-units get translated to unity-units. More...
 

Properties

Game Game [get, set]
 
bool IsDebugLogEnabled [get]
 
- Properties inherited from Photon.MmoDemo.Client.IGameListener
bool IsDebugLogEnabled [get]
 

Detailed Description

The run behaviour.

Member Function Documentation

void RunBehaviour.Awake ( )
inline
void RunBehaviour.LogDebug ( object  message)
inline
void RunBehaviour.LogError ( object  message)
inline
void RunBehaviour.LogInfo ( object  message)
inline
void RunBehaviour.OnApplicationQuit ( )
inline
void RunBehaviour.OnCameraAttached ( string  itemId)
inline
void RunBehaviour.OnCameraDetached ( )
inline
void RunBehaviour.OnConnect ( )
inline
void RunBehaviour.OnDisconnect ( StatusCode  returnCode)
inline
void RunBehaviour.OnGUI ( )
inline
void RunBehaviour.OnItemAdded ( Item  item)
inline
void RunBehaviour.OnItemRemoved ( Item  item)
inline
void RunBehaviour.OnItemSpawned ( string  itemId)
inline
void RunBehaviour.OnRadarUpdate ( string  itemId,
ItemType  itemType,
Vector  position,
bool  remove 
)
inline
void RunBehaviour.OnWorldEntered ( )
inline
void RunBehaviour.SetAvatarName ( string  name)
inline
void RunBehaviour.Start ( )
inline
void RunBehaviour.Update ( )
inline

Member Data Documentation

GameObject RunBehaviour.ActorPrefab
Text RunBehaviour.AreaUnitsXText
Text RunBehaviour.AreaUnitsYText
bool RunBehaviour.DebugLog
float RunBehaviour.MaxUnityUnitsForWorld = 1000
WorldData RunBehaviour.world
Text RunBehaviour.WorldNameText
float RunBehaviour.WorldToUnityFactor
static

defines how world-units get translated to unity-units.

If we want to display a whole world, then it needs to be "shrinked" by a factor. Showing a world 1:1 in unity-units and then moving the Camera away will only cause flicker.

Text RunBehaviour.WorldXUnitsText
Text RunBehaviour.WorldYUnitsText

Property Documentation

Game RunBehaviour.Game
getset
bool RunBehaviour.IsDebugLogEnabled
get