pub struct PlayerConnection(/* private fields */);Expand description
IL2CPP class: UnityEngine.Networking.PlayerConnection.PlayerConnection
Inherits: ScriptableObject
Implementations§
Source§impl PlayerConnection
impl PlayerConnection
pub fn base(self) -> ScriptableObject
Source§impl PlayerConnection
impl PlayerConnection
pub fn connection_native() -> IPlayerEditorConnectionNative
pub fn set_connection_native(value: IPlayerEditorConnectionNative)
pub fn s_instance() -> PlayerConnection
pub fn set_s_instance(value: PlayerConnection)
Source§impl PlayerConnection
impl PlayerConnection
Sourcepub fn get_instance() -> PlayerConnection
pub fn get_instance() -> PlayerConnection
get_instance() overload
Sourcepub fn create_instance() -> PlayerConnection
pub fn create_instance() -> PlayerConnection
CreateInstance() overload
Sourcepub fn message_callback_internal(
data: impl Into<IntPtr>,
size: impl Into<u64>,
guid: impl Into<u64>,
message_id: impl Into<Il2CppString>,
)
pub fn message_callback_internal( data: impl Into<IntPtr>, size: impl Into<u64>, guid: impl Into<u64>, message_id: impl Into<Il2CppString>, )
MessageCallbackInternal(::unity::IntPtr, u64, u64, ::unity::Il2CppString) overload
Sourcepub fn connected_callback_internal(player_id: impl Into<i32>)
pub fn connected_callback_internal(player_id: impl Into<i32>)
ConnectedCallbackInternal(i32) overload
Sourcepub fn disconnected_callback(player_id: impl Into<i32>)
pub fn disconnected_callback(player_id: impl Into<i32>)
DisconnectedCallback(i32) overload
Source§impl PlayerConnection
impl PlayerConnection
pub fn get_instance_method_info() -> &'static MethodInfo
pub fn get_is_connected_method_info() -> &'static MethodInfo
pub fn create_instance_method_info() -> &'static MethodInfo
pub fn on_enable_method_info() -> &'static MethodInfo
pub fn get_connection_native_api_method_info() -> &'static MethodInfo
pub fn register_connection_method_info() -> &'static MethodInfo
pub fn register_disconnection_method_info() -> &'static MethodInfo
pub fn unregister_connection_method_info() -> &'static MethodInfo
pub fn unregister_disconnection_method_info() -> &'static MethodInfo
pub fn disconnect_all_method_info() -> &'static MethodInfo
pub fn message_callback_internal_method_info() -> &'static MethodInfo
pub fn connected_callback_internal_method_info() -> &'static MethodInfo
pub fn disconnected_callback_method_info() -> &'static MethodInfo
pub fn ctor_method_info() -> &'static MethodInfo
Source§impl PlayerConnection
impl PlayerConnection
Sourcepub unsafe fn register_connection(
this: impl Into<IlInstance>,
callback: UnityAction_1<i32>,
)
pub unsafe fn register_connection( this: impl Into<IlInstance>, callback: UnityAction_1<i32>, )
Direct (non-virtual) call to PlayerConnection’s own RegisterConnection. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn register_disconnection(
this: impl Into<IlInstance>,
callback: UnityAction_1<i32>,
)
pub unsafe fn register_disconnection( this: impl Into<IlInstance>, callback: UnityAction_1<i32>, )
Direct (non-virtual) call to PlayerConnection’s own RegisterDisconnection. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn unregister_connection(
this: impl Into<IlInstance>,
callback: UnityAction_1<i32>,
)
pub unsafe fn unregister_connection( this: impl Into<IlInstance>, callback: UnityAction_1<i32>, )
Direct (non-virtual) call to PlayerConnection’s own UnregisterConnection. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn unregister_disconnection(
this: impl Into<IlInstance>,
callback: UnityAction_1<i32>,
)
pub unsafe fn unregister_disconnection( this: impl Into<IlInstance>, callback: UnityAction_1<i32>, )
Direct (non-virtual) call to PlayerConnection’s own UnregisterDisconnection. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn disconnect_all(this: impl Into<IlInstance>)
pub unsafe fn disconnect_all(this: impl Into<IlInstance>)
Direct (non-virtual) call to PlayerConnection’s own DisconnectAll. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Trait Implementations§
Source§impl ClassIdentity for PlayerConnection
impl ClassIdentity for PlayerConnection
Source§impl Clone for PlayerConnection
impl Clone for PlayerConnection
Source§fn clone(&self) -> PlayerConnection
fn clone(&self) -> PlayerConnection
1.0.0§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl FromIlInstance for PlayerConnection
impl FromIlInstance for PlayerConnection
fn from_il_instance(instance: IlInstance) -> Self
fn instantiate() -> Option<Self>
§fn instantiate_with_class(class: Class) -> Option<Self>
fn instantiate_with_class(class: Class) -> Option<Self>
class is a subtype of Self or layout compatibleSource§impl IObject_2 for PlayerConnection
impl IObject_2 for PlayerConnection
fn m_cached_ptr(self) -> IntPtr
fn set_m_cached_ptr(self, value: IntPtr)
Source§impl IPlayerConnection for PlayerConnection
impl IPlayerConnection for PlayerConnection
fn m_player_editor_connection_events(self) -> PlayerEditorConnectionEvents
fn set_m_player_editor_connection_events( self, value: PlayerEditorConnectionEvents, )
fn m_connected_players(self) -> List_1<i32>
fn set_m_connected_players(self, value: List_1<i32>)
fn m_is_initilized(self) -> bool
fn set_m_is_initilized(self, value: bool)
impl Copy for PlayerConnection
impl IObject for PlayerConnection
impl IScriptableObject for PlayerConnection
Auto Trait Implementations§
impl Freeze for PlayerConnection
impl RefUnwindSafe for PlayerConnection
impl !Send for PlayerConnection
impl !Sync for PlayerConnection
impl Unpin for PlayerConnection
impl UnwindSafe for PlayerConnection
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Source§fn get_is_connected(self) -> bool
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fn disconnect_all(self)
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