Quantum 3
3.1.0
Summarizes a "player" within a room, identified (in that room) by ID (or "actorNumber"). More...
Public Member Functions | |
| override bool | Equals (object p) |
| If players are equal (by GetHasCode, which returns this.ID). More... | |
| Player | Get (int id) |
| Get a Player by ActorNumber (Player.ID). More... | |
| override int | GetHashCode () |
| Accompanies Equals, using the ID (actorNumber) as HashCode to return. More... | |
| Player | GetNext () |
| Gets this Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around. More... | |
| Player | GetNextFor (int currentPlayerId) |
| Gets a Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around. More... | |
| Player | GetNextFor (Player currentPlayer) |
| Gets a Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around. More... | |
| bool | SetCustomProperties (PhotonHashtable propertiesToSet, PhotonHashtable expectedValues=null) |
| Updates and synchronizes this Player's Custom Properties. Optionally, expectedProperties can be provided as condition. More... | |
| override string | ToString () |
| Brief summary string of the Player: ActorNumber and NickName More... | |
| string | ToStringFull () |
| String summary of the Player: player.ID, name and all custom properties of this user. More... | |
Public Attributes | |
| readonly bool | IsLocal |
| Only one player is controlled by each client. Others are not local. More... | |
| object | TagObject |
| Can be used to store a reference that's useful to know "by player". More... | |
Properties | |
| int | ActorNumber [get] |
| Identifier of this player in current room. Also known as: actorNumber or actorNumber. It's -1 outside of rooms. More... | |
| PhotonHashtable | CustomProperties [get, set] |
| Read-only cache for custom properties of player. Set via Player.SetCustomProperties. More... | |
| bool | HasRejoined [get] |
| True if this player was inactive and did become active again. More... | |
| bool | IsInactive [get] |
| If this player in the room is currently inactive (not being connected and not getting "live" events). More... | |
| bool | IsMasterClient [get] |
| True if this player is the Master Client of the current room. More... | |
| string | NickName [get, set] |
| Nickname of this player. Non-unique and not authenticated. Synced automatically in a room. More... | |
| string | UserId [get] |
| UserId of the player, available when the room got created with RoomOptions.PublishUserId = true. More... | |
Summarizes a "player" within a room, identified (in that room) by ID (or "actorNumber").
Each player has a actorNumber, valid for that room. It's -1 until assigned by server (and client logic).
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Get a Player by ActorNumber (Player.ID).
| id | ActorNumber of the a player in this room. |
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Gets this Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around.
Gets a Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around.
Useful when you pass something to the next player. For example: passing the turn to the next player.
| currentPlayer | The Player for which the next is being needed. |
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inline |
Gets a Player's next Player, as sorted by ActorNumber (Player.ID). Wraps around.
Useful when you pass something to the next player. For example: passing the turn to the next player.
| currentPlayerId | The ActorNumber (Player.ID) for which the next is being needed. |
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Brief summary string of the Player: ActorNumber and NickName
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String summary of the Player: player.ID, name and all custom properties of this user.
Use with care and not every frame! Converts the customProperties to a String on every single call.
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If players are equal (by GetHasCode, which returns this.ID).
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Accompanies Equals, using the ID (actorNumber) as HashCode to return.
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Updates and synchronizes this Player's Custom Properties. Optionally, expectedProperties can be provided as condition.
Custom Properties are a set of string keys and arbitrary values which is synchronized for the players in a Room. They are available when the client enters the room, as they are in the response of OpJoin and OpCreate.
Custom Properties either relate to the (current) Room or a Player (in that Room).
Both classes locally cache the current key/values and make them available as property: CustomProperties. This is provided only to read them. You must use the method SetCustomProperties to set/modify them.
Any client can set any Custom Properties anytime (when in a room). It's up to the game logic to organize how they are best used.
You should call SetCustomProperties only with key/values that are new or changed. This reduces traffic and performance.
Unless you define some expectedProperties, setting key/values is always permitted. In this case, the property-setting client will not receive the new values from the server but instead update its local cache in SetCustomProperties.
If you define expectedProperties, the server will skip updates if the server property-cache does not contain all expectedProperties with the same values. In this case, the property-setting client will get an update from the server and update it's cached key/values at about the same time as everyone else.
The benefit of using expectedProperties can be only one client successfully sets a key from one known value to another. As example: Store who owns an item in a Custom Property "ownedBy". It's 0 initally. When multiple players reach the item, they all attempt to change "ownedBy" from 0 to their actorNumber. If you use expectedProperties {"ownedBy", 0} as condition, the first player to take the item will have it (and the others fail to set the ownership).
Properties get saved with the game state for Turnbased games (which use IsPersistent = true).
| propertiesToSet | PhotonHashtable of Custom Properties to be set. |
| expectedValues | If non-null, these are the property-values the server will check as condition for this update. |
| readonly bool Photon.Realtime.Player.IsLocal |
Only one player is controlled by each client. Others are not local.
| object Photon.Realtime.Player.TagObject |
Can be used to store a reference that's useful to know "by player".
Example: Set a player's character as Tag by assigning the GameObject on Instantiate.
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get |
Identifier of this player in current room. Also known as: actorNumber or actorNumber. It's -1 outside of rooms.
The ID is assigned per room and only valid in that context. It will change even on leave and re-join. IDs are never re-used per room.
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get |
True if this player was inactive and did become active again.
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getset |
Nickname of this player. Non-unique and not authenticated. Synced automatically in a room.
A player might change his own nickname in a room (it's only a property). Setting this value updates the server and other players (using OpSetProperties internally).
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get |
UserId of the player, available when the room got created with RoomOptions.PublishUserId = true.
Useful for RealtimeClient.OpFindFriends and blocking slots in a room for expected players (e.g. in RealtimeClient.OpCreateRoom).
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get |
True if this player is the Master Client of the current room.
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If this player in the room is currently inactive (not being connected and not getting "live" events).
Inactive players keep their spot in a room but otherwise behave as if offline (no matter what their actual connection status is). The room needs a PlayerTTL != 0. If a player is inactive for longer than PlayerTTL, the server will remove this player from the room. For a client "rejoining" a room, is the same as joining it: It gets properties, cached events and then the live events.
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getset |
Read-only cache for custom properties of player. Set via Player.SetCustomProperties.
Don't modify the content of this PhotonHashtable. Use SetCustomProperties and the properties of this class to modify values. When you use those, the client will sync values with the server.