Photon Fusion 1.1.9

Properties | List of all members
NetworkAreaOfInterestBehaviour Class Reference

Base class for network behaviours which provide a position offset for area of interest. A NetworkObject is required on this GameObject or a parent of this GameObject. More...

Inherits NetworkBehaviour.

Inherited by NetworkPosition, and NetworkTransformAnchor.

Properties

abstract int PositionWordOffset [get]
 The int* offset for the Ptr, for the memory location of the position data.
 
- Properties inherited from NetworkBehaviour
virtual ? int DynamicWordCount [get]
 Override this value for custom memory allocations. This is for advanced use cases only, and cannot be used if NetworkedAttribute is used in the derived class.

 
NetworkBehaviourId Id [get]
 The unique identifier for this network behaviour.
 
InterpolationDataSources InterpolationDataSource [get, set]
 Get/Set the time frame this object is rendered in.
 
virtual bool InvokeOnChangedForInitialNonZeroValues [get]
 Override this property to change whether initial non-zero values assigned to [Networked] properties invoke OnChanged callbacks. For clients the initial value comes from the simulation snapshot, not from what has been set locally in the inspector.
 
int int count WordInfo [get]
 
- Properties inherited from SimulationBehaviour
bool CanReceiveCallback [get]
 
virtual bool HasInputAuthority [get]
 Returns true if the Simulation.LocalPlayer of the associated NetworkRunner is the designated as Input Authority for this network entity.
 
virtual bool HasStateAuthority [get]
 Returns true if the associated NetworkRunner is the State Authority for this network entity.
 
virtual bool IsProxy [get]
 Returns true if the associated NetworkRunner is neither the Input nor State Authority for this network entity. It is recommended to use !HasStateAuthority or !HasInputAuthority when possible instead, as this check requires evaluating both authorities - and is therefore less performant than the individual checks.
 

Additional Inherited Members

- Public Types inherited from NetworkBehaviour
enum  InterpolationDataSources
 Options for which time frame this object will render in. More...
 
- Public Member Functions inherited from NetworkBehaviour
virtual void CopyBackingFieldsToState (bool firstTime)
 
void CopyStateFrom (NetworkBehaviour source)
 Copies entire state of passed in source NetworkBehaviour
 
virtual void CopyStateToBackingFields ()
 
virtual void Despawned (NetworkRunner runner, bool hasState)
 Called before the network object is despawned.
 
override void FixedUpdateNetwork ()
 Fusion FixedUpdate timing callback.
 
T? GetInput< T > ()
 
bool GetInput< T > (out T input)
 Returns true if it a valid INetworkInput can be found for the current simulation tick (Typically this is used in FixedUpdateNetwork).
 
bool GetInterpolationData (out InterpolationData data, bool? predicted=null)
 Get 'To' and 'From' states, and the Alpha (t) values needed for lerping.
 
bool GetInterpolationData (out InterpolationData data, out bool predicted)
 Get 'To' and 'From' states, and the Alpha (t) values needed for interpolation.
 
RawInterpolator GetInterpolator (string propertyName)
 Get a raw interpolator for a networked property. The returned RawInterpolator provides a way to calculate the "between-ticks" value of the named [Networked] property.
 
Interpolator< T > GetInterpolator< T > (string propertyName)
 Get an interpolator for a networked property. The returned Interpolator provides a way to calculate the "between-ticks" value of the named [Networked] property with the specified type T. The value is a linear interpolation between the "from" and the "to" ticks and is available via the Value property on the Interpolator.
 
int GetLocalAuthorityMask ()
 Gets a bitmask of AuthorityMasks flags, representing the current local authority over this NetworkObject.
 
delegate int[] InterestGroupsCallback (Type type, NetworkBehaviour behaviour)
 
virtual bool IsInterpolationDataPredicted ()
 If the behaviour data should be interpolated between latest predicted states or between snapshots.
 
NetworkBehaviourCallbackReference OnChangeAdd< T > (int wordOffset, int wordCount, ChangedDelegate< T > callback, OnChangedTargets targets=OnChangedTargets.All)
 Adds a OnChange callback to this behaviour which is bound to a specific word offset and word count.
 
NetworkBehaviourCallbackReference OnChangeAdd< T > (string propertyName, ChangedDelegate< T > callback, OnChangedTargets targetses=OnChangedTargets.All)
 Adds a OnChange callback to this behaviour which is bound to a specific weaved property.
 
void OnChangeClearAll ()
 Clear all dynamic OnChange callbacks from this behaviour.
 
bool OnChangeRemove (NetworkBehaviourCallbackReference reference)
 Removes a specific OnChange callback from this behaviour.
 
virtual void Spawned ()
 Post spawn callback.
 
- Public Member Functions inherited from SimulationBehaviour
virtual void FixedUpdateNetwork ()
 Fusion FixedUpdate timing callback.
 
virtual void Render ()
 Post simulation frame rendering callback. Runs after all simulations have finished. Use in place of Unity's Update when Fusion is handling Physics.
 
- Public Member Functions inherited from Behaviour
AddBehaviour< T > ()
 Wrapper for Unity's GameObject.AddComponent()
 
GetBehaviour< T > ()
 Wrapper for Unity's GameObject.GetComponentInChildren()
 
bool TryGetBehaviour< T > (out T behaviour)
 Wrapper for Unity's GameObject.TryGetComponent()
 
- Static Public Member Functions inherited from NetworkBehaviour
static NetworkBehaviourUtils.DictionaryInitializer< K, V > MakeInitializer< K, V > (Dictionary< K, V > dictionary)
 This is a special method that is meant to be used only for [Networked] properties inline initialization.
 
static NetworkBehaviourUtils.ArrayInitializer< T > MakeInitializer< T > (T[] array)
 This is a special method that is meant to be used only for [Networked] properties inline initialization.
 
static T * MakePtr< T > ()
 
static T * MakePtr< T > (T defaultValue)
 
static ref T MakeRef< T > ()
 
static ref T MakeRef< T > (T defaultValue)
 
static int NetworkDeserialize (NetworkRunner runner, byte *data, ref NetworkBehaviour result)
 
static int NetworkSerialize (NetworkRunner runner, NetworkBehaviour obj, byte *data)
 
static NetworkBehaviour NetworkUnwrap (NetworkRunner runner, NetworkBehaviourId wrapper)
 
static NetworkBehaviourId NetworkWrap (NetworkRunner runner, NetworkBehaviour obj)
 
static implicit operator NetworkBehaviourId (NetworkBehaviour behaviour)
 Converts NetworkBehaviour to NetworkBehaviourId.
 
- Static Public Member Functions inherited from Behaviour
static void DestroyBehaviour (Behaviour behaviour)
 Wrapper for Unity's GameObject.Destroy()
 
- Public Attributes inherited from NetworkBehaviour
bool InvokeRpc
 
int ObjectIndex
 The index of this NetworkBehaviour, in the NetworkObject.NetworkedBehaviours array.
 
int offset
 Gives access to the offset (in 32 bit words) and count (in 32 bit words) of this behaviour backing data.
 
int * Ptr
 Pointer to the allocated memory associated with this Object.
 
- Public Attributes inherited from SimulationBehaviour
NetworkObject Object
 The NetworkObject this component is associated with. May be null if this GameObject does not have a NetworkObject.
 
NetworkRunner Runner
 The NetworkRunner this component is associated with.
 

Detailed Description

Base class for network behaviours which provide a position offset for area of interest. A NetworkObject is required on this GameObject or a parent of this GameObject.