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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

Inheritance
System.Object
Mirage.NetworkBehaviour
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
TypeNameDescription
System.Booleanready