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- // ----------------------------------------------------------------------------
- // <copyright file="Enums.cs" company="Exit Games GmbH">
- // PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
- // </copyright>
- // <summary>
- // Wraps up several enumerations for PUN.
- // </summary>
- // <author>developer@exitgames.com</author>
- // ----------------------------------------------------------------------------
- namespace Photon.Pun
- {
- /// <summary>Which PhotonNetwork method was called to connect (which influences the regions we want pinged).</summary>
- /// <remarks>PhotonNetwork.ConnectUsingSettings will call either ConnectToMaster, ConnectToRegion or ConnectToBest, depending on the settings.</remarks>
- public enum ConnectMethod { NotCalled, ConnectToMaster, ConnectToRegion, ConnectToBest }
- /// <summary>Used to define the level of logging output created by the PUN classes. Either log errors, info (some more) or full.</summary>
- /// \ingroup publicApi
- public enum PunLogLevel
- {
- /// <summary>Show only errors. Minimal output. Note: Some might be "runtime errors" which you have to expect.</summary>
- ErrorsOnly,
- /// <summary>Logs some of the workflow, calls and results.</summary>
- Informational,
- /// <summary>Every available log call gets into the console/log. Only use for debugging.</summary>
- Full
- }
- /// <summary>Enum of "target" options for RPCs. These define which remote clients get your RPC call. </summary>
- /// \ingroup publicApi
- public enum RpcTarget
- {
- /// <summary>Sends the RPC to everyone else and executes it immediately on this client. Player who join later will not execute this RPC.</summary>
- All,
- /// <summary>Sends the RPC to everyone else. This client does not execute the RPC. Player who join later will not execute this RPC.</summary>
- Others,
- /// <summary>Sends the RPC to MasterClient only. Careful: The MasterClient might disconnect before it executes the RPC and that might cause dropped RPCs.</summary>
- MasterClient,
- /// <summary>Sends the RPC to everyone else and executes it immediately on this client. New players get the RPC when they join as it's buffered (until this client leaves).</summary>
- AllBuffered,
- /// <summary>Sends the RPC to everyone. This client does not execute the RPC. New players get the RPC when they join as it's buffered (until this client leaves).</summary>
- OthersBuffered,
- /// <summary>Sends the RPC to everyone (including this client) through the server.</summary>
- /// <remarks>
- /// This client executes the RPC like any other when it received it from the server.
- /// Benefit: The server's order of sending the RPCs is the same on all clients.
- /// </remarks>
- AllViaServer,
- /// <summary>Sends the RPC to everyone (including this client) through the server and buffers it for players joining later.</summary>
- /// <remarks>
- /// This client executes the RPC like any other when it received it from the server.
- /// Benefit: The server's order of sending the RPCs is the same on all clients.
- /// </remarks>
- AllBufferedViaServer
- }
- public enum ViewSynchronization { Off, ReliableDeltaCompressed, Unreliable, UnreliableOnChange }
- /// <summary>
- /// Options to define how Ownership Transfer is handled per PhotonView.
- /// </summary>
- /// <remarks>
- /// This setting affects how RequestOwnership and TransferOwnership work at runtime.
- /// </remarks>
- public enum OwnershipOption
- {
- /// <summary>
- /// Ownership is fixed. Instantiated objects stick with their creator, room objects always belong to the Master Client.
- /// </summary>
- Fixed,
- /// <summary>
- /// Ownership can be taken away from the current owner who can't object.
- /// </summary>
- Takeover,
- /// <summary>
- /// Ownership can be requested with PhotonView.RequestOwnership but the current owner has to agree to give up ownership.
- /// </summary>
- /// <remarks>The current owner has to implement IPunCallbacks.OnOwnershipRequest to react to the ownership request.</remarks>
- Request
- }
- }
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