2 Commits

Author SHA1 Message Date
  laurids 599af07bac (WIP) Removed Bolt 1 year ago
  laurids 499cba5717 (WIP) Prefabs + Scene fixes 1 year ago
343 changed files with 7992 additions and 51543 deletions
Split View
  1. +15
    -22
      Assets/GWConquest/Prefabs/Battle.prefab
  2. +13
    -22
      Assets/GWConquest/Prefabs/BattleFlank.prefab
  3. +21
    -30
      Assets/GWConquest/Prefabs/District.prefab
  4. +18
    -26
      Assets/GWConquest/Prefabs/Factory.prefab
  5. +11
    -20
      Assets/GWConquest/Prefabs/Formation.prefab
  6. +64
    -0
      Assets/GWConquest/Prefabs/NetworkPrefabsList.asset
  7. +1
    -1
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  8. +30
    -21
      Assets/GWConquest/Prefabs/Planet.prefab
  9. +13
    -22
      Assets/GWConquest/Prefabs/Player.prefab
  10. +11
    -20
      Assets/GWConquest/Prefabs/Unit.prefab
  11. +7480
    -2466
      Assets/GWConquest/Scenes/GalaxyMap.unity
  12. +230
    -5
      Assets/GWConquest/Scenes/MainMenu.unity
  13. +8
    -8
      Assets/GWConquest/Scripts/Battle.cs
  14. +7
    -7
      Assets/GWConquest/Scripts/BattleFlank.cs
  15. +13
    -13
      Assets/GWConquest/Scripts/District.cs
  16. +1
    -1
      Assets/GWConquest/Scripts/DistrictFactory.cs
  17. +23
    -23
      Assets/GWConquest/Scripts/Formation.cs
  18. +2
    -0
      Assets/GWConquest/Scripts/GWNetworkManager.cs
  19. +0
    -3
      Assets/GWConquest/Scripts/Inventory.cs
  20. +7
    -7
      Assets/GWConquest/Scripts/Planet.cs
  21. +7
    -7
      Assets/GWConquest/Scripts/Player.cs
  22. +1
    -1
      Assets/GWConquest/Scripts/UI/MainMenu.cs
  23. +0
    -44
      Assets/GWConquest/Scripts/UID.cs
  24. +0
    -11
      Assets/GWConquest/Scripts/UID.cs.meta
  25. +16
    -16
      Assets/GWConquest/Scripts/Unit.cs
  26. +0
    -8
      Assets/Photon.meta
  27. +0
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      Assets/Photon/PhotonBolt.meta
  28. +0
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  29. +0
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  30. +0
    -10
      Assets/Photon/PhotonBolt/README.txt
  31. +0
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  32. +0
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      Assets/Photon/PhotonBolt/assemblies.meta
  33. BIN
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  39. +0
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  40. +0
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  41. +0
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  42. +0
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  43. +0
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  44. BIN
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  45. +0
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  48. +0
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  53. +0
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  54. +0
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  55. +0
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  57. +0
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  58. +0
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  59. +0
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  60. +0
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  62. +0
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  63. +0
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  68. +0
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  69. +0
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  70. +0
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  72. +0
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  73. BIN
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  74. +0
    -25
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.platform.photon.dll.meta
  75. +0
    -369
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.platform.photon.xml
  76. +0
    -7
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.platform.photon.xml.meta
  77. +0
    -1756
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.xml
  78. +0
    -7
      Assets/Photon/PhotonBolt/assemblies/udpkit/udpkit.xml.meta
  79. +0
    -1
      Assets/Photon/PhotonBolt/bolt_sdk.txt
  80. +0
    -7
      Assets/Photon/PhotonBolt/bolt_sdk.txt.meta
  81. +0
    -8
      Assets/Photon/PhotonBolt/editor.meta
  82. +0
    -8
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  83. BIN
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  84. +0
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  85. BIN
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  86. +0
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  87. +0
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  88. +0
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  89. +0
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  90. BIN
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  98. +0
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  99. +0
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  100. +0
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+ 15
- 22
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+ 8
- 8
Assets/GWConquest/Scripts/Battle.cs View File

@ -10,14 +10,14 @@ namespace GWConquest
{
public class Battle : NetworkBehaviour
{
private GWNetworkList<NetworkBehaviourReference> formations;
private NetworkVariable<int> zoneID;
private NetworkVariable<FixedString128Bytes> battleName;
private GWNetworkList<NetworkBehaviourReference> flanks;
private NetworkVariable<int> flankCount;
private NetworkVariable<bool> isOver;
private NetworkVariable<int> victorID;
private NetworkVariable<float> preparingCooldown;
private GWNetworkList<NetworkBehaviourReference> formations = new GWNetworkList<NetworkBehaviourReference>();
private NetworkVariable<int> zoneID = new NetworkVariable<int>();
private NetworkVariable<FixedString128Bytes> battleName = new NetworkVariable<FixedString128Bytes>();
private GWNetworkList<NetworkBehaviourReference> flanks = new GWNetworkList<NetworkBehaviourReference>();
private NetworkVariable<int> flankCount = new NetworkVariable<int>();
private NetworkVariable<bool> isOver = new NetworkVariable<bool>();
private NetworkVariable<int> victorID = new NetworkVariable<int>();
private NetworkVariable<float> preparingCooldown = new NetworkVariable<float>();
public GameObject BattleFlankPrefab;


+ 7
- 7
Assets/GWConquest/Scripts/BattleFlank.cs View File

@ -8,13 +8,13 @@ namespace GWConquest {
public class BattleFlank : NetworkBehaviour
{
private NetworkVariable<NetworkBehaviourReference> battle;
private NetworkVariable<ushort> flankID;
private NetworkVariable<int> maxUnitCount;
private NetworkVariable<ushort> playerID;
private GWNetworkList<NullableNetworkBehaviourReference> units;
private NetworkVariable<NetworkBehaviourReference> opposingFlank;
private GWNetworkList<float> deathCooldowns;
private NetworkVariable<NetworkBehaviourReference> battle = new NetworkVariable<NetworkBehaviourReference>();
private NetworkVariable<ushort> flankID = new NetworkVariable<ushort>();
private NetworkVariable<int> maxUnitCount = new NetworkVariable<int>();
private NetworkVariable<ushort> playerID = new NetworkVariable<ushort>();
private GWNetworkList<NullableNetworkBehaviourReference> units = new GWNetworkList<NullableNetworkBehaviourReference>();
private NetworkVariable<NetworkBehaviourReference> opposingFlank = new NetworkVariable<NetworkBehaviourReference>();
private GWNetworkList<float> deathCooldowns = new GWNetworkList<float>();
public const int SlotsPerRowGround = 3;


+ 13
- 13
Assets/GWConquest/Scripts/District.cs View File

@ -13,19 +13,19 @@ namespace GWConquest
public static List<District> AllDistricts = new List<District>();
public static List<DistrictConnection> AllConnections = new List<DistrictConnection>();
private NetworkVariable<int> storageCapacity;
private NetworkVariable<int> controllingPlayerID;
public Inventory Inventory;
private NetworkVariable<float> itemProductionCooldown;
private NetworkVariable<int> zoneID;
private NetworkVariable<NetworkBehaviourReference> planet;
private NetworkVariable<int> level;
private NetworkVariable<DistrictType> districtType;
private NetworkVariable<FixedString128Bytes> districtName;
private NetworkVariable<Vector3> relativePosition;
private GWNetworkList<NetworkBehaviourReference> connectedDistricts;
private GWNetworkList<ushort> upgrades;
private NetworkVariable<float> captureCooldown;
private NetworkVariable<int> storageCapacity = new NetworkVariable<int>();
private NetworkVariable<int> controllingPlayerID = new NetworkVariable<int>();
public Inventory Inventory = new Inventory();
private NetworkVariable<float> itemProductionCooldown = new NetworkVariable<float>();
private NetworkVariable<int> zoneID = new NetworkVariable<int>();
private NetworkVariable<NetworkBehaviourReference> planet = new NetworkVariable<NetworkBehaviourReference>();
private NetworkVariable<int> level = new NetworkVariable<int>();
private NetworkVariable<DistrictType> districtType = new NetworkVariable<DistrictType>();
private NetworkVariable<FixedString128Bytes> districtName = new NetworkVariable<FixedString128Bytes>();
private NetworkVariable<Vector3> relativePosition = new NetworkVariable<Vector3>();
private GWNetworkList<NetworkBehaviourReference> connectedDistricts = new GWNetworkList<NetworkBehaviourReference>();
private GWNetworkList<ushort> upgrades = new GWNetworkList<ushort>();
private NetworkVariable<float> captureCooldown = new NetworkVariable<float>();
public bool DistrictStatic;


+ 1
- 1
Assets/GWConquest/Scripts/DistrictFactory.cs View File

@ -39,7 +39,7 @@ namespace GWConquest
}
public class DistrictFactory : NetworkBehaviour
{
public GWNetworkList<ProductionQueueEntry> productionQueue;
public GWNetworkList<ProductionQueueEntry> productionQueue = new GWNetworkList<ProductionQueueEntry>();
public bool StartsBroken = false;
public string[] SpecialUnits;


+ 23
- 23
Assets/GWConquest/Scripts/Formation.cs View File

@ -2,7 +2,7 @@
using System.Linq;
using System;
using System.Collections.Generic;
using System.Collections;
using Unity.Collections;
using Unity.Netcode;
@ -31,27 +31,27 @@ namespace GWConquest
{
public static List<Formation> AllFormations = new List<Formation>();
private NetworkVariable<int> currentZoneID;
private NetworkVariable<bool> isSpace;
private NetworkVariable<Transition> currentTransition;
private NetworkVariable<NetworkBehaviourReference> player;
private GWNetworkList<NetworkBehaviourReference> units;
private GWNetworkList<int> pathQueue;
private NetworkVariable<NullableNetworkBehaviourReference> currentBattle;
private NetworkVariable<NullableNetworkBehaviourReference> heroUnit;
private GWNetworkList<NetworkBehaviourReference> subFormations;
private NetworkVariable<string> formationName;
private NetworkVariable<int> formationNumber;
private NetworkVariable<NullableNetworkBehaviourReference> movementTargetFormation;
private NetworkVariable<NullableNetworkBehaviourReference> movementOriginFormation;
private NetworkVariable<bool> isEmbarked;
private NetworkVariable<NullableNetworkBehaviourReference> parentFormation;
private NetworkVariable<float> morale;
private NetworkVariable<float> startingMorale;
private NetworkVariable<FormationMovementState> movementState;
private NetworkVariable<float> actionCooldown;
private NetworkVariable<float> actionCooldownMax;
private NetworkVariable<Vector3> fleetRestingPoint;
private NetworkVariable<int> currentZoneID = new NetworkVariable<int>();
private NetworkVariable<bool> isSpace = new NetworkVariable<bool>();
private NetworkVariable<Transition> currentTransition = new NetworkVariable<Transition>();
private NetworkVariable<NetworkBehaviourReference> player = new NetworkVariable<NetworkBehaviourReference>();
private GWNetworkList<NetworkBehaviourReference> units = new GWNetworkList<NetworkBehaviourReference>();
private GWNetworkList<int> pathQueue = new GWNetworkList<int>();
private NetworkVariable<NullableNetworkBehaviourReference> currentBattle = new NetworkVariable<NullableNetworkBehaviourReference>();
private NetworkVariable<NullableNetworkBehaviourReference> heroUnit = new NetworkVariable<NullableNetworkBehaviourReference>();
private GWNetworkList<NetworkBehaviourReference> subFormations = new GWNetworkList<NetworkBehaviourReference>();
private NetworkVariable<FixedString128Bytes> formationName = new NetworkVariable<FixedString128Bytes>();
private NetworkVariable<int> formationNumber = new NetworkVariable<int>();
private NetworkVariable<NullableNetworkBehaviourReference> movementTargetFormation = new NetworkVariable<NullableNetworkBehaviourReference>();
private NetworkVariable<NullableNetworkBehaviourReference> movementOriginFormation = new NetworkVariable<NullableNetworkBehaviourReference>();
private NetworkVariable<bool> isEmbarked = new NetworkVariable<bool>();
private NetworkVariable<NullableNetworkBehaviourReference> parentFormation = new NetworkVariable<NullableNetworkBehaviourReference>();
private NetworkVariable<float> morale = new NetworkVariable<float>();
private NetworkVariable<float> startingMorale = new NetworkVariable<float>();
private NetworkVariable<FormationMovementState> movementState = new NetworkVariable<FormationMovementState>();
private NetworkVariable<float> actionCooldown = new NetworkVariable<float>();
private NetworkVariable<float> actionCooldownMax = new NetworkVariable<float>();
private NetworkVariable<Vector3> fleetRestingPoint = new NetworkVariable<Vector3>();
public Zone currentZone
@ -100,7 +100,7 @@ namespace GWConquest
public string FormationName
{
get => formationName.Value;
get => formationName.Value.ToString();
set
{
formationName.Value = value;


+ 2
- 0
Assets/GWConquest/Scripts/GWNetworkManager.cs View File

@ -24,11 +24,13 @@ namespace GWConquest {
public override void OnNetworkSpawn()
{
NetworkManager.SceneManager.OnSceneEvent += OnSceneEvent;
Debug.LogFormat("GWNetworkManager: OnNetworkSpawn");
base.OnNetworkSpawn();
}
private void OnSceneEvent(SceneEvent sceneEvent)
{
Debug.LogFormat("GWNetworkManager: On Scene Event", sceneEvent);
if(IsServer)
{
if(sceneEvent.SceneEventType == SceneEventType.LoadComplete)


+ 0
- 3
Assets/GWConquest/Scripts/Inventory.cs View File

@ -1,6 +1,3 @@
using UdpKit;
using System;
using System.Linq;
using System.Collections.Generic;


+ 7
- 7
Assets/GWConquest/Scripts/Planet.cs View File

@ -34,13 +34,13 @@ namespace GWConquest
_allPlanets = null;
}
private NetworkVariable<FixedString128Bytes> planetNameVar;
private NetworkVariable<int> spaceZoneID;
private NetworkVariable<int> attackZoneID;
private GWNetworkList<NetworkBehaviourReference> connectedPlanets;
private NetworkVariable<ushort> planetPrefab;
private NetworkVariable<Quaternion> prefabRotation;
private NetworkVariable<float> prefabScale;
private NetworkVariable<FixedString128Bytes> planetNameVar = new NetworkVariable<FixedString128Bytes>();
private NetworkVariable<int> spaceZoneID = new NetworkVariable<int>();
private NetworkVariable<int> attackZoneID = new NetworkVariable<int>();
private GWNetworkList<NetworkBehaviourReference> connectedPlanets = new GWNetworkList<NetworkBehaviourReference>();
private NetworkVariable<ushort> planetPrefab = new NetworkVariable<ushort>();
private NetworkVariable<Quaternion> prefabRotation = new NetworkVariable<Quaternion>();
private NetworkVariable<float> prefabScale = new NetworkVariable<float>();
public GameObject textPrefab;


+ 7
- 7
Assets/GWConquest/Scripts/Player.cs View File

@ -10,13 +10,13 @@ namespace GWConquest
{
public class Player : NetworkBehaviour
{
private NetworkVariable<ushort> playerID;
private NetworkVariable<FixedString512Bytes> playerName;
private NetworkVariable<ushort> factionIndex;
private NetworkVariable<bool> isAI;
private NetworkVariable<int> credits;
private GWNetworkList<NetworkBehaviourReference> knownPlanetsList;
private GWNetworkList<NetworkBehaviourReference> visiblePlanetsList;
private NetworkVariable<ushort> playerID = new NetworkVariable<ushort>();
private NetworkVariable<FixedString512Bytes> playerName = new NetworkVariable<FixedString512Bytes>();
private NetworkVariable<ushort> factionIndex = new NetworkVariable<ushort>();
private NetworkVariable<bool> isAI = new NetworkVariable<bool>();
private NetworkVariable<int> credits = new NetworkVariable<int>();
private GWNetworkList<NetworkBehaviourReference> knownPlanetsList = new GWNetworkList<NetworkBehaviourReference>();
private GWNetworkList<NetworkBehaviourReference> visiblePlanetsList = new GWNetworkList<NetworkBehaviourReference>();
public static List<Player> PlayerList = new List<Player>();


+ 1
- 1
Assets/GWConquest/Scripts/UI/MainMenu.cs View File

@ -1,7 +1,6 @@

using System;
using UdpKit;
using UnityEngine;
using Unity.Netcode;
@ -14,6 +13,7 @@ namespace GWConquest
GameOptions.ApplyOptions();
NetworkManager.Singleton.OnServerStarted += ServerStartDone;
DontDestroyOnLoad(NetworkManager.Singleton.gameObject);
}
public void StartServer(int hostFactionIndex)


+ 0
- 44
Assets/GWConquest/Scripts/UID.cs View File

@ -1,44 +0,0 @@
using Unity.Netcode;
using System;
namespace GWConquest {
public struct UID : INetworkSerializeByMemcpy, IEquatable<UID> {
public ushort value;
public UID(ushort _value)
{
value = _value;
}
public bool Equals(UID other)
{
return value == other.value;
}
public override bool Equals(object obj)
{
if (obj == null || GetType() != obj.GetType())
{
return false;
}
return Equals((UID)obj);
}
public override int GetHashCode()
{
return value;
}
public static bool operator ==(UID id1, UID id2)
{
return id1.value == id2.value;
}
public static bool operator !=(UID id1, UID id2)
{
return id1.value != id2.value;
}
}
}

+ 0
- 11
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+ 16
- 16
Assets/GWConquest/Scripts/Unit.cs View File

@ -12,22 +12,22 @@ namespace GWConquest
public class Unit : NetworkBehaviour, IIconObject
{
private NetworkVariable<ushort> unitClass;
private NetworkVariable<NetworkBehaviourReference> formation;
private NetworkVariable<int> hitpoints;
private NetworkVariable<float> shields;
private NetworkVariable<float> shieldsCooldown;
private NetworkVariable<RevealState> revealState;
private NetworkVariable<BattleUnitState> battleState;
private NetworkVariable<float> actionCooldown;
private NetworkVariable<float> actionCooldownMax;
private Inventory inventory;
private Inventory equipment;
private NetworkVariable<int> flankTarget;
private NetworkVariable<float> morale;
private NetworkVariable<int> supplies;
private NetworkVariable<int> fuel;
private NetworkVariable<int> food;
private NetworkVariable<ushort> unitClass = new NetworkVariable<ushort>();
private NetworkVariable<NetworkBehaviourReference> formation = new NetworkVariable<NetworkBehaviourReference>();
private NetworkVariable<int> hitpoints = new NetworkVariable<int>();
private NetworkVariable<float> shields = new NetworkVariable<float>();
private NetworkVariable<float> shieldsCooldown = new NetworkVariable<float>();
private NetworkVariable<RevealState> revealState = new NetworkVariable<RevealState>();
private NetworkVariable<BattleUnitState> battleState = new NetworkVariable<BattleUnitState>();
private NetworkVariable<float> actionCooldown = new NetworkVariable<float>();
private NetworkVariable<float> actionCooldownMax = new NetworkVariable<float>();
private Inventory inventory = new Inventory();
private Inventory equipment = new Inventory();
private NetworkVariable<int> flankTarget = new NetworkVariable<int>();
private NetworkVariable<float> morale = new NetworkVariable<float>();
private NetworkVariable<int> supplies = new NetworkVariable<int>();
private NetworkVariable<int> fuel = new NetworkVariable<int>();
private NetworkVariable<int> food = new NetworkVariable<int>();
public UnitClass Class


+ 0
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@ -1,8 +0,0 @@
{
"name": "PhotonBolt",
"references": [
"PhotonRealtime"
],
"includePlatforms": [],
"excludePlatforms": []
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+ 0
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+ 0
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Assets/Photon/PhotonBolt/README.txt View File

@ -1,10 +0,0 @@
DOCUMENTATION
All of our documentation is now available here:
http://doc.photonengine.com/en/bolt/current/setup/overview
SUPPORT
Forum: http://forum.photonengine.com/categories/bolt-engine
Discord: https://discord.gg/0ya6ZpOvnShSCtbb
Email: support@boltengine.com

+ 0
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Search and update the list of Protocol Tokens in the ProtocolTokenRegistry
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Loads all Assemblies on the project a search for Protocol Token implementations
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Returns a reference for a Assembly based on it's name
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<returns>Reference to an Assembly or null if not found</returns>
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<summary>
Remove all Temporary files from the Bolt Compilation
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</member>
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<summary>
Custom inspector for BoltEntity component
</summary>
</member>
<member name="M:Photon.Bolt.Editor.CustomInspector.BoltEntityEditor.DrawEntityInfo(Photon.Bolt.BoltEntity)">
<summary>
Draw the basic information about the Bolt Entity
</summary>
<param name="entity">Target Bolt Entity</param>
</member>
<member name="M:Photon.Bolt.Editor.CustomInspector.BoltEntityEditor.DrawSelectEntityState(Photon.Bolt.BoltEntity)">
<summary>
Draw the dropdown box to select the Entity state
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<param name="entity">Target Entity to change the state type</param>
</member>
<member name="M:Photon.Bolt.Editor.CustomInspector.BoltEntityEditor.RuntimeInfoGUI(Photon.Bolt.BoltEntity)">
<summary>
Draw Entity properties at runtime
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<param name="entity">Target Entity</param>
</member>
<member name="M:Photon.Bolt.Editor.CustomInspector.BoltEntityEditor.SaveEntity(Photon.Bolt.BoltEntity)">
<summary>
Save the current Entity
</summary>
<param name="entity">Entity to be saved</param>
</member>
<member name="M:Photon.Bolt.Editor.CustomInspector.BoltEntityEditor.HelpBox(System.String)">
<summary>
Show a extra text alongside the property drawer
</summary>
<param name="text">Message to be shown</param>
</member>
<member name="T:Photon.Bolt.Editor.CustomInspector.BoltProtocolTokenRegistryEditor">
<summary>
Custom editor for BoltProtocolTokenRegistry
It shows a list of all IProtocolTokens found on the project
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</summary>
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<summary>
Update the Protocol Token list
</summary>
</member>
<member name="T:Photon.Bolt.Editor.Utils.BoltLogExecutor">
<summary>
This class will setup the BoltLog class using the current configuration
on the Bolt Settings. This will keep the logs appearing in Editor Mode,
but will totally disabled if the user prefers.
</summary>
</member>
<member name="T:Photon.Bolt.Editor.Utils.ProviderManager">
<summary>
Used to checkout files from a Source Code Provider, like Perforce when enabled
(<see href="https://docs.unity3d.com/ScriptReference/VersionControl.Provider.html">link</see>)
The main behavior is enabled only if it's enabled in the Bolt Settings (<see cref="F:Photon.Bolt.BoltRuntimeSettings.enableSourceProvider"/>)
</summary>
</member>
<member name="M:Photon.Bolt.Editor.Utils.ProviderManager.Checkout(System.String[])">
<summary>
Checkout all files specified on the paths list
If the Source Provider was properly configured, this method will checkout the file and set it as writable
</summary>
<param name="paths">List of file paths to checkout</param>
</member>
<member name="M:Photon.Bolt.Editor.Utils.BoltEditorUtility.UpdatePrefabDatabase">
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Update the internal prefab database
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Run the Bolt Compiler to generate the Dynamic data
</summary>
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List all Bolt Entities from the Scene and assing new Scene IDs for each one
</summary>
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<summary>
Invoke the action in the main Thread by Enqueuing it for
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<param name="action"></param>
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Utility to Move Files
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<param name="from">Source file path</param>
<param name="to">Destination file path</param>
<param name="force">If the destination will be deleted before the move</param>
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Setup "BOLT_CLOUD" constant as a Compiler flag on the current Build Target
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<summary>
Assing a new Scene ID to a Bolt Entity component
</summary>
<param name="entity">Entity to assing a new Scene ID</param>
</member>
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<summary>
Enable a Compiler constant on the Player Settings
</summary>
<param name="group">Build target where to enable the flag</param>
<param name="constantToEnable">Flag to enable</param>
</member>
<member name="M:Photon.Bolt.Editor.Utils.BoltEditorUtility.DisableCompilerConstant(UnityEditor.BuildTargetGroup,System.String)">
<summary>
Disable a Compiler constant on the Player Settings
</summary>
<param name="group">Build target where to disable the flag</param>
<param name="constantToDisable">Flag to disable</param>
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DotNetPlatform responsible for connecting peers directly based on the public IP
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DotNetPlatform constructor
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<summary>
Platform used to connect with the Photon Cloud
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatform.PhotonConfig">
<summary>
Reference to a Configuration struct used to setup the PhotonPlatform
</summary>
</member>
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Constructor for PhotonPlatform based on a PhotonPlatformConfig
</summary>
<param name="config">PhotonPlatformConfig reference used to configure the instance</param>
</member>
<member name="T:UdpKit.Platform.Photon.PhotonPoller">
<summary>
This class will act as a controller and bridge to the underlayng layer of Photon Realtime,
receiving/sending/treating messages using the Photon services.
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonPoller.CreatePoller(UdpKit.Platform.PhotonPlatform,UdpKit.Platform.PhotonPlatformConfig,System.Boolean)">
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Creates the Photon Poller instance. This will populate the internal instance with one of:
(i) If there is no instances of PhotonPoller in the scene, it will create a new one.
(ii) If there is only 1 instance of PhotonPoller in the scene, it will use this as the main instance.
(iii) If there is more then 1 instance in the scene, it will destroy copies but one, and use it as the main instance.
</summary>
<example>
<code>
void CreatePollerExample()
{
PhotonPoller.CreatePoller(new PhotonPlatformConfig().InitDefaults(), true);
}
</code>
</example>
<param name="photonPlatform">Reference to Photon Platform</param>
<param name="config">Configuration used to setup the PhotonPoller instance.</param>
<param name="force">If set to <c>true</c> will destroy the current main instance, in order to create a new one.</param>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonPoller.StartPhotonClient(UdpKit.UdpEndPoint,System.Action{System.Boolean,UdpKit.UdpConnectionDisconnectReason})">
<summary>
Starts the LoadBalancingClient.
</summary>
<param name="localEndPoint">End point.</param>
<param name="doneCallback">Callback that will be invoked at the end of the operation</param>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonPoller.RegisterInstance``1">
<summary>
Register a Type that fully implements PhotonPoller to be used as the main instance.
</summary>
<typeparam name="T">An External Type that extends PhotonPoller.</typeparam>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonPoller.InstatiatePoller(UdpKit.Platform.Photon.PhotonPoller@)">
<summary>
Creates a new PhotonPoller instance based on the External Type.
</summary>
<param name="photonPoller">Photon poller variable to be populated.</param>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonPoller.PollOut">
<summary>
Pushes out all queued messages on the <see cref="F:UdpKit.Platform.Photon.PhotonPoller._packetSend"/> list and send through Photon services
using <see cref="F:UdpKit.Platform.Photon.PhotonPoller.DATA_EVENT_CODE"/> as Event code.
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonPoller.SetHostInfo(UdpKit.UdpSession,System.Action{System.Boolean,UdpKit.UdpSessionError})">
<summary>
Setup host info based on a <see cref="T:UdpKit.UdpSession"/>
</summary>
<returns><c>true</c>, if host info was set, <c>false</c> otherwise.</returns>
<param name="session">Session information.</param>
<param name="result">Callback result that will be invoked at the end of the operation</param>
</member>
<member name="T:UdpKit.Platform.Photon.PhotonSession">
<summary>
This is a wrapper around the Photon Rooms used to expose the same API as the UdpSession
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonSession.Build(System.String)">
<summary>
Builds a Photon Session with only it's identifier name. This can be useful if you want to connect
to a specific session using the name of the room.
</summary>
<returns>An session with only it's name.</returns>
<param name="roomName">Room name.</param>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonSession.Properties">
<summary>
Dictionary like structure that stores all properties of the room
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonSession.IsOpen">
<summary>
Signal if this session is open or not
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonSession.IsVisible">
<summary>
Signal if this session is visible or not
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonSession.IsDedicatedServer">
<summary>
Signal if this session is hosted by a dedicated server
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonSession.Source">
<summary>
Signal the source of this Session, in this case always <see cref="F:UdpKit.UdpSessionSource.Photon"/>
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonSession.IsPunchEnabled">
<summary>
Signal if this game session is published by a Server with NAT Punch enabled
</summary>
</member>
<member name="T:UdpKit.Platform.Photon.ConnectState">
<summary>
The current connection status
</summary>
</member>
<member name="T:UdpKit.Platform.Photon.PhotonRegion">
<summary>
Represents a Photon Region on the Cloud Service
</summary>
</member>
<member name="T:UdpKit.Platform.Photon.PhotonRegion.Regions">
<summary>
List of available regions
</summary>
</member>
<member name="F:UdpKit.Platform.Photon.PhotonRegion.regions">
<summary>
Map of the Regions Enum and the PhotonRegion struct, that holds meta data from the Regions
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonRegion.Code">
<summary>
Region CODE
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonRegion.Name">
<summary>
Region Full Name
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonRegion.City">
<summary>
City where the data center os located
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.PhotonRegion.Region">
<summary>
Region ENUM value
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonRegion.GetRegion(System.String)">
<summary>
Get a Region info based on the region code as string
</summary>
<param name="regionCode">Region Code</param>
<returns>PhotonRegion reference if exists</returns>
<remarks>It will throw an Exception if no Region was found with the Code</remarks>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonRegion.GetRegion(UdpKit.Platform.Photon.PhotonRegion.Regions)">
<summary>
Get a Region metadata based on the Region enum
</summary>
<param name="targetRegion">Region enum to look for</param>
<returns>PhotonRegion reference</returns>
</member>
<member name="M:UdpKit.Platform.Photon.PhotonRegion.ToString">
<summary>
Build a string representation of the Region
</summary>
<returns>String describing the Region</returns>
</member>
<member name="T:UdpKit.Platform.Photon.Coroutine.RoutineManager">
<summary>
This class will act as the Corroutine manager from Unity and will run and control corroutines.
</summary>
</member>
<member name="P:UdpKit.Platform.Photon.Realtime.PhotonClient.CurrentMasterId">
<summary>
Gets the current Master client of the current Room.
</summary>
<returns>The master client ID if the client in inside a Room, -1 otherwise.</returns>
</member>
<member name="F:UdpKit.Platform.Photon.Realtime.PhotonClient.retryJoinLobby">
<summary>
Retry Join lobby ?
true = yes
false = no
null = wait to leave the room
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.PhotonClient.RealtimeFallbackThread">
<summary>
A thread which runs independent from the Update() calls.
Keeps connections online while loading or in background.
</summary>
<returns></returns>
</member>
<member name="T:UdpKit.Platform.Photon.Realtime.SocketUdpPool">
<summary>
Internal class to encapsulate the network i/o functionality for the realtime libary.
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.#ctor(ExitGames.Client.Photon.PeerBase)">
<summary>
Build a new custom Socket UDP
</summary>
<param name="npeer">Base Peer used for communication</param>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.Finalize">
<summary>
Dispose the UDP Socket
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.Dispose">
<summary>
Dispose implementation
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.Connect">
<summary>
Start the connection with the Cloud service
</summary>
<returns></returns>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.Disconnect">
<summary>
Disconnect from the Cloud service
</summary>
<returns>True if all went fine when disconnecting</returns>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.Send(System.Byte[],System.Int32)">
<summary>used by PhotonPeer*</summary>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.Receive(System.Byte[]@)">
<summary>
Receive data
</summary>
</member>
<member name="M:UdpKit.Platform.Photon.Realtime.SocketUdpPool.ReceiveLoop">
<summary>Endless loop, run in Receive Thread.</summary>
</member>
<member name="T:UdpKit.Platform.PhotonPlatformConfig">
<summary>
Photon Platform configuration class.
It holds the main configuration settings to setup the PhotonPlatform
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.AppId">
<summary>
Photon Application ID
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.AuthenticationValues">
<summary>
Custom Authentication Credentials
</summary>
</member>
<member name="F:UdpKit.Platform.PhotonPlatformConfig.Region">
<summary>
Region to Connect to. See <see cref="T:UdpKit.Platform.Photon.PhotonRegion"/>
</summary>
</member>
<member name="F:UdpKit.Platform.PhotonPlatformConfig.UsePunchThrough">
<summary>
Set to <code>true</code>, to enable the Punch Through behavior.
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.ConnectionProtocol">
<summary>
Selects the Connection Protocol used by the internal LoadBalancingClient when exchanging data with Photon Cloud
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.SerializationProtocol">
<summary>
Selects the Serializaion Protocol used by the internal LoadBalancingClient when exchanging data with Photon Cloud
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.ForceExternalEndPoint">
<summary>
This suppresses the STUN process and forces the usage of the configured IPEndPoint as the external endpoint
used to punch to this peer. This is mainly focused when you are running a GameServer on a dedicated cloud service
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.RoomCreateTimeout">
<summary>
Gets or sets the room creation timeout in seconds.
Min 10 sec, max 60 sec.
</summary>
<value>The room creation timeout.</value>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.RoomJoinTimeout">
<summary>
Gets or sets the room join timeout in seconds.
Min 10 sec, max 60 sec.
</summary>
<value>The room join timeout.</value>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.MaxConnections">
<summary>
Gets the max number of connections acceptable in the room.
</summary>
</member>
<member name="P:UdpKit.Platform.PhotonPlatformConfig.CustomSTUNServer">
<summary>
Set a custom STUN Server to be used on the punch process.
Must be described as "DNS-resolvable-name:port", for example: "stun.l.google.com:19302"
</summary>
</member>
<member name="F:UdpKit.Platform.PhotonPlatformConfig.BackgroundConnectionTimeout">
<summary>
Amount of time the background connection with the Photon Servers will be maintained until
timeout and stop sending acknowledge messages.
</summary>
</member>
<member name="F:UdpKit.Platform.PhotonPlatformConfig.CurrentPlatform">
<summary>
Current Running platform
</summary>
</member>
<member name="F:UdpKit.Platform.PhotonPlatformConfig.ConnectionRequestAttempts">
<summary>
Total Connection Request Attempts
</summary>
</member>
<member name="F:UdpKit.Platform.PhotonPlatformConfig.ConnectionLANRequestAttempts">
<summary>
Total Connection LAN Request Attempts
</summary>
</member>
<member name="M:UdpKit.Platform.PhotonPlatformConfig.#ctor">
<summary>
PhotonPlatformConfig constructor.
It will also initilize the configuration using the default settings
</summary>
</member>
<member name="M:UdpKit.Platform.PhotonPlatformConfig.InitDefaults">
<summary>
Initialize the Photon Configuration with the values from Bolt Settings
</summary>
<returns>The defaults.</returns>
</member>
<member name="M:UdpKit.Platform.PhotonPlatformConfig.UpdateBestRegion(UdpKit.Platform.Photon.PhotonRegion)">
<summary>
Save a Region as the Best Region on the Bolt Settings
</summary>
<param name="region">Region to save.</param>
</member>
<member name="M:UdpKit.Platform.PhotonPlatformConfig.IsAppId(System.String)">
<summary>
Valids an String as containing a AppID
</summary>
<returns><c>true</c>, if app identifier was valid, <c>false</c> otherwise.</returns>
<param name="val">Value.</param>
</member>
</members>
</doc>

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