Merge remote-tracking branch 'origin/master' into 1.6
# Conflicts: # Source/Editor/CustomEditors/CustomEditorsUtil.cs # Source/Engine/Networking/NetworkReplicator.cpp # Source/Engine/Scripting/ManagedCLR/MUtils.cpp # Source/Tools/Flax.Build/Bindings/BindingsGenerator.Cpp.cs
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@@ -42,6 +42,17 @@ public:
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API_FIELD() static bool EnableLog;
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#endif
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/// <summary>
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/// Gets the network replication hierarchy.
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/// </summary>
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API_PROPERTY() static NetworkReplicationHierarchy* GetHierarchy();
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/// <summary>
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/// Sets the network replication hierarchy.
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/// </summary>
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API_PROPERTY() static void SetHierarchy(NetworkReplicationHierarchy* value);
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public:
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/// <summary>
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/// Adds the network replication serializer for a given type.
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/// </summary>
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@@ -68,7 +79,7 @@ public:
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/// <remarks>Does nothing if network is offline.</remarks>
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/// <param name="obj">The object to replicate.</param>
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/// <param name="parent">The parent of the object (eg. player that spawned it).</param>
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API_FUNCTION() static void AddObject(ScriptingObject* obj, ScriptingObject* parent = nullptr);
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API_FUNCTION() static void AddObject(ScriptingObject* obj, const ScriptingObject* parent = nullptr);
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/// <summary>
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/// Removes the object from the network replication system.
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@@ -80,14 +91,14 @@ public:
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/// <summary>
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/// Spawns the object to the other clients. Can be spawned by the owner who locally created it (eg. from prefab).
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/// </summary>
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/// <remarks>Does nothing if network is offline.</remarks>
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/// <remarks>Does nothing if network is offline. Doesn't spawn actor in a level - but in network replication system.</remarks>
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/// <param name="obj">The object to spawn on other clients.</param>
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API_FUNCTION() static void SpawnObject(ScriptingObject* obj);
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/// <summary>
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/// Spawns the object to the other clients. Can be spawned by the owner who locally created it (eg. from prefab).
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/// </summary>
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/// <remarks>Does nothing if network is offline.</remarks>
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/// <remarks>Does nothing if network is offline. Doesn't spawn actor in a level - but in network replication system.</remarks>
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/// <param name="obj">The object to spawn on other clients.</param>
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/// <param name="clientIds">List with network client IDs that should receive network spawn event. Empty to spawn on all clients.</param>
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API_FUNCTION() static void SpawnObject(ScriptingObject* obj, const DataContainer<uint32>& clientIds);
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@@ -99,6 +110,13 @@ public:
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/// <param name="obj">The object to despawn on other clients.</param>
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API_FUNCTION() static void DespawnObject(ScriptingObject* obj);
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/// <summary>
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/// Checks if the network object is spawned or added to the network replication system.
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/// </summary>
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/// <param name="obj">The network object.</param>
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/// <returns>True if object exists in networking, otherwise false.</returns>
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API_FUNCTION() static bool HasObject(const ScriptingObject* obj);
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/// <summary>
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/// Gets the Client Id of the network object owner.
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/// </summary>
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