111 lines
4.1 KiB
Lua
111 lines
4.1 KiB
Lua
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---@meta
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--
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--The type of the connected target.
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--
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---@source UnityEngine.CoreModule.dll
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---@class UnityEngine.Networking.PlayerConnection.ConnectionTarget: System.Enum
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--
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--No target is connected, this is only possible in a Player.
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--
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---@source UnityEngine.CoreModule.dll
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---@field None UnityEngine.Networking.PlayerConnection.ConnectionTarget
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--
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--The connected target is a Player.
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--
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---@source UnityEngine.CoreModule.dll
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---@field Player UnityEngine.Networking.PlayerConnection.ConnectionTarget
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--
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--The connected target is an Editor.
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--
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---@source UnityEngine.CoreModule.dll
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---@field Editor UnityEngine.Networking.PlayerConnection.ConnectionTarget
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---@source UnityEngine.CoreModule.dll
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CS.UnityEngine.Networking.PlayerConnection.ConnectionTarget = {}
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---@source
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---@param value any
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---@return UnityEngine.Networking.PlayerConnection.ConnectionTarget
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function CS.UnityEngine.Networking.PlayerConnection.ConnectionTarget:__CastFrom(value) end
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---@source UnityEngine.CoreModule.dll
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---@class UnityEngine.Networking.PlayerConnection.IConnectionState
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--
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--Supplies the type of the established connection, as in whether the target is a Player or an Editor.
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--
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---@source UnityEngine.CoreModule.dll
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---@field connectedToTarget UnityEngine.Networking.PlayerConnection.ConnectionTarget
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--
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--The name of the connected target.
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--
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---@source UnityEngine.CoreModule.dll
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---@field connectionName string
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---@source UnityEngine.CoreModule.dll
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CS.UnityEngine.Networking.PlayerConnection.IConnectionState = {}
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--
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--Arguments passed to Action callbacks registered in PlayerConnection.
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--
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---@source UnityEngine.CoreModule.dll
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---@class UnityEngine.Networking.PlayerConnection.MessageEventArgs: object
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--
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--The Player ID that the data is received from.
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--
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---@source UnityEngine.CoreModule.dll
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---@field playerId int
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--
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--Data that is received.
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--
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---@source UnityEngine.CoreModule.dll
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---@field data byte[]
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---@source UnityEngine.CoreModule.dll
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CS.UnityEngine.Networking.PlayerConnection.MessageEventArgs = {}
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---@source UnityEngine.CoreModule.dll
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---@class UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection
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---@source UnityEngine.CoreModule.dll
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CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection = {}
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---@source UnityEngine.CoreModule.dll
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---@param messageId System.Guid
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---@param callback UnityEngine.Events.UnityAction<UnityEngine.Networking.PlayerConnection.MessageEventArgs>
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function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.Register(messageId, callback) end
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---@source UnityEngine.CoreModule.dll
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---@param messageId System.Guid
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---@param callback UnityEngine.Events.UnityAction<UnityEngine.Networking.PlayerConnection.MessageEventArgs>
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function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.Unregister(messageId, callback) end
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---@source UnityEngine.CoreModule.dll
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function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.DisconnectAll() end
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---@source UnityEngine.CoreModule.dll
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---@param callback UnityEngine.Events.UnityAction<int>
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function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.RegisterConnection(callback) end
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---@source UnityEngine.CoreModule.dll
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---@param callback UnityEngine.Events.UnityAction<int>
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function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.RegisterDisconnection(callback) end
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---@source UnityEngine.CoreModule.dll
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---@param callback UnityEngine.Events.UnityAction<int>
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function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.UnregisterConnection(callback) end
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---@source UnityEngine.CoreModule.dll
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---@param callback UnityEngine.Events.UnityAction<int>
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function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.UnregisterDisconnection(callback) end
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---@source UnityEngine.CoreModule.dll
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---@param messageId System.Guid
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---@param data byte[]
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function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.Send(messageId, data) end
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---@source UnityEngine.CoreModule.dll
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---@param messageId System.Guid
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---@param data byte[]
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---@return Boolean
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function CS.UnityEngine.Networking.PlayerConnection.IEditorPlayerConnection.TrySend(messageId, data) end
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