52 lines
6.8 KiB
C#
52 lines
6.8 KiB
C#
using Fusion;
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using Fusion.Sockets;
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namespace TPSBR
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{
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using System;
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using System.Collections.Generic;
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public sealed class FusionCallbacksHandler : INetworkRunnerCallbacks
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{
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public Action<NetworkRunner, NetworkObject, PlayerRef> ObjectExitAOI;
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public Action<NetworkRunner, NetworkObject, PlayerRef> ObjectEnterAOI;
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public Action<NetworkRunner, PlayerRef> PlayerJoined;
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public Action<NetworkRunner, PlayerRef> PlayerLeft;
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public Action<NetworkRunner, Fusion.NetworkInput> Input;
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public Action<NetworkRunner, PlayerRef, Fusion.NetworkInput> InputMissing;
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public Action<NetworkRunner, ShutdownReason> Shutdown;
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public Action<NetworkRunner> ConnectedToServer;
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public Action<NetworkRunner, NetDisconnectReason> DisconnectedFromServer;
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public Action<NetworkRunner, NetworkRunnerCallbackArgs.ConnectRequest, byte[]> ConnectRequest;
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public Action<NetworkRunner, NetAddress, NetConnectFailedReason> ConnectFailed;
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public Action<NetworkRunner, SimulationMessagePtr> UserSimulationMessage;
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public Action<NetworkRunner, List<SessionInfo>> SessionListUpdated;
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public Action<NetworkRunner, Dictionary<string, object>> CustomAuthenticationResponse;
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public Action<NetworkRunner, HostMigrationToken> HostMigration;
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public Action<NetworkRunner, PlayerRef, ReliableKey, ArraySegment<byte>> ReliableDataReceived;
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public Action<NetworkRunner, PlayerRef, ReliableKey, float> ReliableDataProgress;
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public Action<NetworkRunner> SceneLoadDone;
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public Action<NetworkRunner> SceneLoadStart;
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void INetworkRunnerCallbacks.OnObjectExitAOI (NetworkRunner runner, NetworkObject obj, PlayerRef player) { if (ObjectExitAOI != null) { ObjectExitAOI (runner, obj, player); } }
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void INetworkRunnerCallbacks.OnObjectEnterAOI (NetworkRunner runner, NetworkObject obj, PlayerRef player) { if (ObjectEnterAOI != null) { ObjectEnterAOI (runner, obj, player); } }
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void INetworkRunnerCallbacks.OnPlayerJoined (NetworkRunner runner, PlayerRef player) { if (PlayerJoined != null) { PlayerJoined (runner, player); } }
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void INetworkRunnerCallbacks.OnPlayerLeft (NetworkRunner runner, PlayerRef player) { if (PlayerLeft != null) { PlayerLeft (runner, player); } }
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void INetworkRunnerCallbacks.OnInput (NetworkRunner runner, Fusion.NetworkInput input) { if (Input != null) { Input (runner, input); } }
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void INetworkRunnerCallbacks.OnInputMissing (NetworkRunner runner, PlayerRef player, Fusion.NetworkInput input) { if (InputMissing != null) { InputMissing (runner, player, input); } }
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void INetworkRunnerCallbacks.OnShutdown (NetworkRunner runner, ShutdownReason shutdownReason) { if (Shutdown != null) { Shutdown (runner, shutdownReason); } }
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void INetworkRunnerCallbacks.OnConnectedToServer (NetworkRunner runner) { if (ConnectedToServer != null) { ConnectedToServer (runner); } }
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void INetworkRunnerCallbacks.OnDisconnectedFromServer (NetworkRunner runner, NetDisconnectReason reason) { if (DisconnectedFromServer != null) { DisconnectedFromServer (runner, reason); } }
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void INetworkRunnerCallbacks.OnConnectRequest (NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) { if (ConnectRequest != null) { ConnectRequest (runner, request, token); } }
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void INetworkRunnerCallbacks.OnConnectFailed (NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) { if (ConnectFailed != null) { ConnectFailed (runner, remoteAddress, reason); } }
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void INetworkRunnerCallbacks.OnUserSimulationMessage (NetworkRunner runner, SimulationMessagePtr message) { if (UserSimulationMessage != null) { UserSimulationMessage (runner, message); } }
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void INetworkRunnerCallbacks.OnSessionListUpdated (NetworkRunner runner, List<SessionInfo> sessionList) { if (SessionListUpdated != null) { SessionListUpdated (runner, sessionList); } }
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void INetworkRunnerCallbacks.OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data) { if (CustomAuthenticationResponse != null) { CustomAuthenticationResponse(runner, data); } }
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void INetworkRunnerCallbacks.OnHostMigration (NetworkRunner runner, HostMigrationToken hostMigrationToken) { if (HostMigration != null) { HostMigration (runner, hostMigrationToken); } }
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void INetworkRunnerCallbacks.OnReliableDataReceived (NetworkRunner runner, PlayerRef player, ReliableKey key, ArraySegment<byte> data) { if (ReliableDataReceived != null) { ReliableDataReceived (runner, player, key, data); } }
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void INetworkRunnerCallbacks.OnReliableDataProgress (NetworkRunner runner, PlayerRef player, ReliableKey key, float progress) { if (ReliableDataProgress != null) { ReliableDataProgress (runner, player, key, progress); } }
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void INetworkRunnerCallbacks.OnSceneLoadDone (NetworkRunner runner) { if (SceneLoadDone != null) { SceneLoadDone (runner); } }
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void INetworkRunnerCallbacks.OnSceneLoadStart (NetworkRunner runner) { if (SceneLoadStart != null) { SceneLoadStart (runner); } }
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}
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}
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