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。