Sinespace Client 2025.3.19431
Client-side scripting for Sinespace
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Public Member Functions | |
void | SendEvent (string eventName) |
Send a networking event event that will be received by other components in the scene with the same network name. | |
void | ReceiveEvent (string eventName) |
Invoke an event on the networking component. Normally not necessary to do manually, as this happens automatically when receiving a matching event over the network, but may be useful to initialize a state. | |
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override void | Initialise (SScript runtime, object wrapper) |
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void | ReportError (string error, bool fatal, UnityEngine.Object target=null) |
void | Initialise (SScript runtime, object wrapper) |
Properties | |
bool | Enabled [get, set] |
Whether the simple networking component is Enabled or not. | |
bool | Instanced [get] |
Returns whether this networking component is instanced or not. | |
string | NetworkName [get, set] |
Returns or sets the name of the network. Network name must be at least 20 characters long without trailing or leading spaces. | |
bool | Ready [get] |
Return whether the networking component is ready to send or not (is initialized). | |
int | EventCount [get] |
Return the number of events this component is waiting to receive. | |
string[] | EventNames [get] |
Return a list of names of events that this component will receive. | |
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SGameObject | GameObject [get] |
Return the GameObject which component added. | |
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override bool | Alive [get] |
Return if the component is alive. | |
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T | _wrap [get] |
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virtual bool | Alive [get] |
DynValue | CachedData [get, set] |
Additional Inherited Members | |
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void | Initialise (SScript runtime) |
void SineSpace.Scripting.Components.SNetworking.ReceiveEvent | ( | string | eventName | ) |
Invoke an event on the networking component. Normally not necessary to do manually, as this happens automatically when receiving a matching event over the network, but may be useful to initialize a state.
void SineSpace.Scripting.Components.SNetworking.SendEvent | ( | string | eventName | ) |
Send a networking event event that will be received by other components in the scene with the same network name.
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getset |
Whether the simple networking component is Enabled or not.
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get |
Return the number of events this component is waiting to receive.
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Return a list of names of events that this component will receive.
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get |
Returns whether this networking component is instanced or not.
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getset |
Returns or sets the name of the network. Network name must be at least 20 characters long without trailing or leading spaces.
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get |
Return whether the networking component is ready to send or not (is initialized).