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

◆ Awake()

void RunBehaviour.Awake ( )
inline

◆ LogDebug()

void RunBehaviour.LogDebug ( object  message)
inline

◆ LogError()

void RunBehaviour.LogError ( object  message)
inline

◆ LogInfo()

void RunBehaviour.LogInfo ( object  message)
inline

◆ OnApplicationQuit()

void RunBehaviour.OnApplicationQuit ( )
inline

◆ OnCameraAttached()

void RunBehaviour.OnCameraAttached ( string  itemId)
inline

◆ OnCameraDetached()

void RunBehaviour.OnCameraDetached ( )
inline

◆ OnConnect()

void RunBehaviour.OnConnect ( )
inline

◆ OnDisconnect()

void RunBehaviour.OnDisconnect ( StatusCode  returnCode)
inline

◆ OnGUI()

void RunBehaviour.OnGUI ( )
inline

◆ OnItemAdded()

void RunBehaviour.OnItemAdded ( Item  item)
inline

◆ OnItemRemoved()

void RunBehaviour.OnItemRemoved ( Item  item)
inline

◆ OnItemSpawned()

void RunBehaviour.OnItemSpawned ( string  itemId)
inline

◆ OnRadarUpdate()

void RunBehaviour.OnRadarUpdate ( string  itemId,
ItemType  itemType,
Vector  position,
bool  remove 
)
inline

◆ OnWorldEntered()

void RunBehaviour.OnWorldEntered ( )
inline

◆ SetAvatarName()

void RunBehaviour.SetAvatarName ( string  name)
inline

◆ Start()

void RunBehaviour.Start ( )
inline

◆ Update()

void RunBehaviour.Update ( )
inline

Member Data Documentation

◆ ActorPrefab

GameObject RunBehaviour.ActorPrefab

◆ AreaUnitsXText

Text RunBehaviour.AreaUnitsXText

◆ AreaUnitsYText

Text RunBehaviour.AreaUnitsYText

◆ DebugLog

bool RunBehaviour.DebugLog

◆ MaxUnityUnitsForWorld

float RunBehaviour.MaxUnityUnitsForWorld = 1000

◆ world

WorldData RunBehaviour.world

◆ WorldNameText

Text RunBehaviour.WorldNameText

◆ WorldToUnityFactor

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.

◆ WorldXUnitsText

Text RunBehaviour.WorldXUnitsText

◆ WorldYUnitsText

Text RunBehaviour.WorldYUnitsText

Property Documentation

◆ Game

Game RunBehaviour.Game
getset

◆ IsDebugLogEnabled

bool RunBehaviour.IsDebugLogEnabled
get