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TEMPLATE_INetworkRunnerCallbacks.cs
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TEMPLATE_INetworkRunnerCallbacks.cs
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using System;
public class TEMPLATE_INetworkRunnerCallbacks
{
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player)
{
}
public void OnPlayerLeft(NetworkRunner runner, PlayerRef player)
{
}
public void OnInput(NetworkRunner runner, NetworkInput input)
{
}
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input)
{
}
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason)
{
}
public void OnConnectedToServer(NetworkRunner runner)
{
}
public void OnDisconnectedFromServer(NetworkRunner runner)
{
}
public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token)
{
}
public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason)
{
}
public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message)
{
}
public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList)
{
}
public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data)
{
}
public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken)
{
}
public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ArraySegment<byte> data)
{
}
public void OnSceneLoadDone(NetworkRunner runner)
{
}
public void OnSceneLoadStart(NetworkRunner runner)
{
}
}