Class DewNetworkManager
Inheritance
object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
Mirror.NetworkManager
DewNetworkManager
Assembly: Dew.Core.dll
Syntax
public class DewNetworkManager : NetworkManager
Fields
ClientEvent_OnDewNetworkBehaviourStart
Declaration
public SafeAction<DewNetworkBehaviour> ClientEvent_OnDewNetworkBehaviourStart
Field Value
ClientEvent_OnDewNetworkBehaviourStop
Declaration
public SafeAction<DewNetworkBehaviour> ClientEvent_OnDewNetworkBehaviourStop
Field Value
ClientEvent_OnLoadingStatusChanged
Declaration
public SafeAction<bool> ClientEvent_OnLoadingStatusChanged
Field Value
ClientEvent_OnSessionEnd
Called when current session is terminated, regardless of cause. (Kick, concluded game, restart, etc.)
Declaration
public SafeAction ClientEvent_OnSessionEnd
Field Value
startSettings
Declaration
public static DewNetworkStartSettings startSettings
Field Value
Properties
didRegisterError
Declaration
public bool didRegisterError { get; set; }
Property Value
hasSessionEnded
Declaration
public bool hasSessionEnded { get; }
Property Value
instance
If you expect the instance to be null, you MUST USE softInstance in Update loops.
This will call FindObjectOfType if current instance is null, which can be very expensive.
Declaration
public static DewNetworkManager instance { get; }
Property Value
isBeingKicked
Declaration
public bool isBeingKicked { get; }
Property Value
isEndingSession
Declaration
public bool isEndingSession { get; }
Property Value
softInstance
Declaration
public static DewNetworkManager softInstance { get; }
Property Value
Methods
Awake()
Declaration
public override void Awake()
Overrides
Mirror.NetworkManager.Awake()
EndSession()
End this session. When called on server this ends everyone's game completely. When on client, it locally exits out of the game.
You can use this to exit out of game/lobby or whatever scenario where network is involved.
When ending a game on server, it is recommended to register game results beforehand.
Declaration
LoadSceneAsync(string, List<DewPlayer>, Action)
Declaration
public IEnumerator LoadSceneAsync(string sceneName, List<DewPlayer> players = null, Action onBeforeSpawnObjects = null)
Parameters
| Type |
Name |
Description |
| string |
sceneName |
|
| System.Collections.Generic.List<T><DewPlayer> |
players |
|
| System.Action |
onBeforeSpawnObjects |
|
Returns
| Type |
Description |
| System.Collections.IEnumerator |
|
OnClientConnect()
Declaration
public override void OnClientConnect()
Overrides
Mirror.NetworkManager.OnClientConnect()
OnClientDisconnect()
Declaration
public override void OnClientDisconnect()
Overrides
Mirror.NetworkManager.OnClientDisconnect()
OnDestroy()
Declaration
public override void OnDestroy()
Overrides
Mirror.NetworkManager.OnDestroy()
OnServerAddPlayer(NetworkConnectionToClient)
Declaration
public override void OnServerAddPlayer(NetworkConnectionToClient conn)
Parameters
| Type |
Name |
Description |
| Mirror.NetworkConnectionToClient |
conn |
|
Overrides
Mirror.NetworkManager.OnServerAddPlayer(Mirror.NetworkConnectionToClient)
OnServerConnect(NetworkConnectionToClient)
Declaration
public override void OnServerConnect(NetworkConnectionToClient conn)
Parameters
| Type |
Name |
Description |
| Mirror.NetworkConnectionToClient |
conn |
|
Overrides
Mirror.NetworkManager.OnServerConnect(Mirror.NetworkConnectionToClient)
OnServerDisconnect(NetworkConnectionToClient)
Declaration
public override void OnServerDisconnect(NetworkConnectionToClient conn)
Parameters
| Type |
Name |
Description |
| Mirror.NetworkConnectionToClient |
conn |
|
Overrides
Mirror.NetworkManager.OnServerDisconnect(Mirror.NetworkConnectionToClient)
OnStartClient()
Declaration
public override void OnStartClient()
Overrides
Mirror.NetworkManager.OnStartClient()
OnStartHost()
Declaration
public override void OnStartHost()
Overrides
Mirror.NetworkManager.OnStartHost()
RestartSession()
Restart this session. This can only be called on server.
All players in the session will restart the game and be placed in the same lobby they were in.
All game related states are started from scratch and only lobbies are reused.
Declaration
public void RestartSession()
SetLoadingStatus(bool, List<DewPlayer>)
Declaration
public void SetLoadingStatus(bool isLoading, List<DewPlayer> players = null)
Parameters
| Type |
Name |
Description |
| bool |
isLoading |
|
| System.Collections.Generic.List<T><DewPlayer> |
players |
|
SetWhiteLoadingStatus(bool, List<DewPlayer>)
Declaration
public void SetWhiteLoadingStatus(bool isLoading, List<DewPlayer> players = null)
Parameters
| Type |
Name |
Description |
| bool |
isLoading |
|
| System.Collections.Generic.List<T><DewPlayer> |
players |
|
SpawnPlayerObject(NetworkConnectionToClient)
Declaration
public void SpawnPlayerObject(NetworkConnectionToClient conn)
Parameters
| Type |
Name |
Description |
| Mirror.NetworkConnectionToClient |
conn |
|
Start()
Declaration
public override void Start()
Overrides
Mirror.NetworkManager.Start()
StartSession()
Declaration
protected virtual UniTaskVoid StartSession()
Returns
| Type |
Description |
| Cysharp.Threading.Tasks.UniTaskVoid |
|
Extension Methods