class in UnityEngine.Networking.PlayerConnection
/
Hereda de:ScriptableObject
Implementa interfaces:IEditorPlayerConnection
Cambiar al ManualUsed for handling the network connection from the Player to the Editor.
Sets up events for connecting to and sending data to the Editor.
This can only be used in a class that inherits from MonoBehaviour, Object or ScriptableObject.
instance | Returns a singleton instance of a PlayerConnection. |
isConnected | Returns true when the Editor is connected to the Player. |
BlockUntilRecvMsg | Blocks the calling thread until either a message with the specified messageId is received or the specified time-out elapses. |
DisconnectAll | This disconnects all of the active connections. |
Register | Registers a listener for a specific message ID, with an Action to be executed whenever that message is received by the Editor. This ID must be the same as for messages sent from EditorConnection.Send(). |
RegisterConnection | Registers a callback that is invoked when the Editor connects to the Player. |
RegisterDisconnection | Registers a callback to be called when Editor disconnects. |
Send | Sends data to the Editor. |
Unregister | Deregisters a message listener. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | El nombre del objeto. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Clona el objeto original y devuelve el clon. |
CreateInstance | Crea una instancia de un objeto scriptable. |
bool | ¿Existe el objeto? |
operator != | Compare si dos objetos se refieren a un objeto diferente. |
operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |
Awake | Esta función se llama cuando el script ScriptableObject empieza. |
OnDestroy | Esta función se llama cuando el objeto scriptable se destruirá. |
OnDisable | Esta función se llama cuando el objeto scriptable se va fuera del alcance (scope). |
OnEnable | Esta función se llama cuando el objeto es cargado. |