SceneReplicationConfig
继承: Resource
< RefCounted
< Object
Configuration for properties to synchronize with a MultiplayerSynchronizer
.
方法
void | add_property ( path: NodePath , index: int = -1 ) |
Array NodePath | get_properties ( ) const1 |
bool | has_property ( path: NodePath ) const1 |
int | property_get_index ( path: NodePath ) const1 |
ReplicationMode | property_get_replication_mode ( path: NodePath ) |
bool | property_get_spawn ( path: NodePath ) |
bool | property_get_sync ( path: NodePath ) |
bool | property_get_watch ( path: NodePath ) |
void | property_set_replication_mode ( path: NodePath , mode: ReplicationMode ) |
void | property_set_spawn ( path: NodePath , enabled: bool ) |
void | property_set_sync ( path: NodePath , enabled: bool ) |
void | property_set_watch ( path: NodePath , enabled: bool ) |
void | remove_property ( path: NodePath ) |
枚举
enum ReplicationMode:
ReplicationMode REPLICATION_MODE_NEVER = 0
Do not keep the given property synchronized.
ReplicationMode REPLICATION_MODE_ALWAYS = 1
Replicate the given property on process by constantly sending updates using unreliable transfer mode.
ReplicationMode REPLICATION_MODE_ON_CHANGE = 2
Replicate the given property on process by sending updates using reliable transfer mode when its value changes.
方法说明
void
add_property ( path: NodePath
, index: int
= -1 )
Adds the property identified by the given path
to the list of the properties being synchronized, optionally passing an index
.
Note: For details on restrictions and limitations on property synchronization, see MultiplayerSynchronizer
.
Array NodePath
get_properties ( ) const1
Returns a list of synchronized property NodePath
s.
bool
has_property ( path: NodePath
) const1
Returns true
if the given path
is configured for synchronization.
int
property_get_index ( path: NodePath
) const1
Finds the index of the given path
.
ReplicationMode property_get_replication_mode ( path: NodePath
)
Returns the replication mode for the property identified by the given path
. See ReplicationMode.
bool
property_get_spawn ( path: NodePath
)
Returns true
if the property identified by the given path
is configured to be synchronized on spawn.
bool
property_get_sync ( path: NodePath
)
已弃用: Use property_get_replication_mode
instead.
Returns true
if the property identified by the given path
is configured to be synchronized on process.
bool
property_get_watch ( path: NodePath
)
已弃用: Use property_get_replication_mode
instead.
Returns true
if the property identified by the given path
is configured to be reliably synchronized when changes are detected on process.
void
property_set_replication_mode ( path: NodePath
, mode: ReplicationMode )
Sets the synchronization mode for the property identified by the given path
. See ReplicationMode.
void
property_set_spawn ( path: NodePath
, enabled: bool
)
Sets whether the property identified by the given path
is configured to be synchronized on spawn.
void
property_set_sync ( path: NodePath
, enabled: bool
)
已弃用: Use property_set_replication_mode
with REPLICATION_MODE_ALWAYS
instead.
Sets whether the property identified by the given path
is configured to be synchronized on process.
void
property_set_watch ( path: NodePath
, enabled: bool
)
已弃用: Use property_set_replication_mode
with REPLICATION_MODE_ON_CHANGE
instead.
Sets whether the property identified by the given path
is configured to be reliably synchronized when changes are detected on process.
void
remove_property ( path: NodePath
)
Removes the property identified by the given path
from the configuration.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。