Class ReadyCheck
Simple component to track if a player is ready in a lobby
To best use this component Set Sync Direction from owner to server
Inherited Members
Show
Mirage.NetworkBehaviour._nextSyncTime
Mirage.NetworkBehaviour.SyncSettings
Mirage.NetworkBehaviour.IsServer
Mirage.NetworkBehaviour.IsClient
Mirage.NetworkBehaviour.IsLocalClient
Mirage.NetworkBehaviour.IsHost
Mirage.NetworkBehaviour.IsLocalPlayer
Mirage.NetworkBehaviour.IsServerOnly
Mirage.NetworkBehaviour.IsClientOnly
Mirage.NetworkBehaviour.HasAuthority
Mirage.NetworkBehaviour.NetId
Mirage.NetworkBehaviour.Server
Mirage.NetworkBehaviour.ServerObjectManager
Mirage.NetworkBehaviour.Client
Mirage.NetworkBehaviour.ClientObjectManager
Mirage.NetworkBehaviour.Owner
Mirage.NetworkBehaviour.World
Mirage.NetworkBehaviour.NetworkTime
Mirage.NetworkBehaviour.BehaviourId
Mirage.NetworkBehaviour.SyncVarDirtyBits
Mirage.NetworkBehaviour.AnySyncObjectDirty
Mirage.NetworkBehaviour.syncObjects
Mirage.NetworkBehaviour.Identity
Mirage.NetworkBehaviour.COMPONENT_INDEX_NOT_FOUND
Mirage.NetworkBehaviour.ComponentIndex
Mirage.NetworkBehaviour.InitSyncObject(Mirage.Collections.ISyncObject)
Mirage.NetworkBehaviour.UpdateSyncObjectShouldSync()
Mirage.NetworkBehaviour.SyncVarEqual<T>(T, T)
Mirage.NetworkBehaviour.ClearDirtyBits()
Mirage.NetworkBehaviour.AnyDirtyBits()
Mirage.NetworkBehaviour.SerializeObjectsAll(Mirage.Serialization.NetworkWriter)
Mirage.NetworkBehaviour.SerializeObjectsDelta(Mirage.Serialization.NetworkWriter)
Mirage.NetworkBehaviour.GetRpcCount()
Mirage.NetworkBehaviour.RegisterRpc(Mirage.RemoteCalls.RemoteCallCollection)
Syntax
public class ReadyCheck : NetworkBehaviour
Properties
IsReady
Declaration
public bool IsReady { get; }
Methods
SetReady(Boolean)
Declaration
public void SetReady(bool ready)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | ready |