用于处理从 Player 到 Editor 的网络连接。
设置事件以连接到 Editor 并向其发送数据。
这只能用于从 MonoBehaviour、Object 或 ScriptableObject 继承的类。
instance | 返回 PlayerConnection 的单一实例。 |
isConnected | 当编辑器连接到播放器时,返回 true。 |
BlockUntilRecvMsg | 阻止调用线程,直至收到具有指定 messageId 的消息或指定的超时时间结束。 |
DisconnectAll | 这会断开所有活动连接。 |
Register | 为特定消息 ID 注册监听器,并在 Editor 收到该消息时执行 Action。 此 ID 必须与发送自 EditorConnection.Send() 的消息的 ID 相同。 |
RegisterConnection | 注册一个回调,在 Editor 连接到 Player 时调用。 |
RegisterDisconnection | 注册一个回调,在 Editor 断开连接时调用。 |
Send | 将数据发送到 Editor。 |
TrySend | 尝试将数据发送到编辑器。 |
Unregister | 取消注册消息监听器。 |
UnregisterConnection | 取消注册连接回调。 |
UnregisterDisconnection | 取消注册断开连接回调。 |
GetInstanceID | Gets the instance ID of the object. |
ToString | 返回对象的名称。 |
Destroy | 移除 GameObject、组件或资源。 |
DestroyImmediate | 立即销毁对象 /obj/。强烈建议您改用 Destroy。 |
DontDestroyOnLoad | 在加载新的 Scene 时,请勿销毁 Object。 |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | 克隆 original 对象并返回克隆对象。 |
CreateInstance | 创建脚本化对象的实例。 |
bool | 该对象是否存在? |
operator != | 比较两个对象是否引用不同的对象。 |
operator == | 比较两个对象引用,判断它们是否引用同一个对象。 |
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