SyncListStruct<T0>
class in
UnityEngine.Networking
/
Inherits from: Networking.SyncList_1
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Description
This class is used for lists of structs that are synchronized from the server to clients.
To use SyncListStruct, derive a new class with your struct as the generic parameter.
no example available in JavaScript
public class MyScript : NetworkBehaviour
{
public struct POW
{
public int pow;
public float f;
}
public class SyncListPOW : SyncListStruct<POW>
{
}
public SyncListPOW m_pows = new SyncListPOW();
}
Serialization methods will be auto-generated for this new class.
Inherited members
Variables
Callback | The delegate type used for SyncListChanged. |
Public Functions
Add | Same as List:Add() but the item is added on clients. |
Clear | Same as List:Clear() but the list is cleared on clients. |
DeserializeItem | This method is used when deserializing SyncList items from a stream. |
Dirty | Marks an item in the list as dirty, so it will be updated on clients. |
HandleMsg | Internal function used for remote list operations. |
InitializeBehaviour | Internal function. |
Insert | Same as List::Insert() but also inserts into list on clients. |
Remove | Same as List:Remove except removes on clients also. |
RemoveAt | Same as List:Remove except it removes the index on clients also. |
SerializeItem | This is used to write a value object from a SyncList to a stream. |
Protected Functions
DeserializeItem | This method is used when deserializing SyncList items from a stream. |
SerializeItem | This is used to write a value object from a SyncList to a stream. |
Delegates
SyncListChanged | A delegate that can be populated to recieve callbacks when the list changes. |