Photon Quantum 3.0.0

Public Member Functions | Public Attributes | List of all members
Quantum.RuntimeConfig Class Reference

In contrast to the SimulationConfig, which has only static configuration data, the RuntimeConfig holds information that can be different from game to game. More...

Public Member Functions

String Dump ()
 Dump the content into a human readable form. More...
 

Public Attributes

AssetRefMap Map
 Asset reference of the Quantum map used with the upcoming game session. More...
 
Int32 Seed
 Seed to initialize the randomization session under Frame.RNG. More...
 
AssetRefSimulationConfig SimulationConfig
 Asset reference to the SimulationConfig used with the upcoming game session. More...
 
AssetRefSystemsConfig SystemsConfig
 Asset reference to the Quantum systems configuration. If no config is assigned then a default selection of build-in systems is used (DeterministicSystemSetup.CreateSystems(RuntimeConfig, SimulationConfig, SystemsConfig). The systems to be used can always be changed by code inside DeterministicSystemSetup.AddSystemsUser(System.Collections.Generic.ICollection<SystemBase>, RuntimeConfig, Quantum.SimulationConfig, Quantum.SystemsConfig). More...
 

Detailed Description

In contrast to the SimulationConfig, which has only static configuration data, the RuntimeConfig holds information that can be different from game to game.

By default is defines for example what map to load and the random start seed. It is assembled from scratch each time starting a game.

Developers can add custom data to quantum_code/quantum.state/RuntimeConfig.User.cs (don't forget to fill out the serialization methods).

Like the DeterministicSessionConfig this config is distributed to every other client after the first player connected and joined the Quantum plugin.

Member Function Documentation

◆ Dump()

String Quantum.RuntimeConfig.Dump ( )
inline

Dump the content into a human readable form.

Returns
String representation

Member Data Documentation

◆ Seed

Int32 Quantum.RuntimeConfig.Seed

Seed to initialize the randomization session under Frame.RNG.

◆ Map

AssetRefMap Quantum.RuntimeConfig.Map

Asset reference of the Quantum map used with the upcoming game session.

◆ SimulationConfig

AssetRefSimulationConfig Quantum.RuntimeConfig.SimulationConfig

Asset reference to the SimulationConfig used with the upcoming game session.

◆ SystemsConfig

AssetRefSystemsConfig Quantum.RuntimeConfig.SystemsConfig

Asset reference to the Quantum systems configuration. If no config is assigned then a default selection of build-in systems is used (DeterministicSystemSetup.CreateSystems(RuntimeConfig, SimulationConfig, SystemsConfig). The systems to be used can always be changed by code inside DeterministicSystemSetup.AddSystemsUser(System.Collections.Generic.ICollection<SystemBase>, RuntimeConfig, Quantum.SimulationConfig, Quantum.SystemsConfig).