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73 lines
2.6 KiB
C#
73 lines
2.6 KiB
C#
using System;
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using OWML.Common;
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using UnityEngine.Events;
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public interface IQSBAPI
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{
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/// <summary>
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/// If called, all players connected to YOUR hosted game must have this mod installed.
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/// </summary>
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void RegisterRequiredForAllPlayers(IModBehaviour mod);
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/// <summary>
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/// Returns the player ID of the current player.
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/// </summary>
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uint GetLocalPlayerID();
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/// <summary>
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/// Returns the name of a given player.
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/// </summary>
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/// <param name="playerID">The ID of the player you want the name of.</param>
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string GetPlayerName(uint playerID);
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/// <summary>
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/// Returns the list of IDs of all connected players.
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/// </summary>
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uint[] GetPlayerIDs();
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/// <summary>
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/// Invoked when a player joins the game.
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/// </summary>
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UnityEvent<uint> OnPlayerJoin();
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/// <summary>
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/// Invoked when a player leaves the game.
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/// </summary>
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UnityEvent<uint> OnPlayerLeave();
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/// <summary>
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/// Sets some arbitrary data for a given player.
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/// </summary>
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/// <typeparam name="T">The type of the data.</typeparam>
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/// <param name="playerId">The ID of the player.</param>
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/// <param name="key">The unique key to access this data by.</param>
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/// <param name="data">The data to set.</param>
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void SetCustomData<T>(uint playerId, string key, T data);
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/// <summary>
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/// Returns some arbitrary data from a given player.
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/// </summary>
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/// <typeparam name="T">The type of the data.</typeparam>
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/// <param name="playerId">The ID of the player.</param>
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/// <param name="key">The unique key of the data you want to access.</param>
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/// <returns>The data requested. If key is not valid, returns default.</returns>
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T GetCustomData<T>(uint playerId, string key);
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/// <summary>
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/// Sends a message containing arbitrary data to every player.
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/// </summary>
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/// <typeparam name="T">The type of the data being sent. This type must be serializable.</typeparam>
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/// <param name="messageType">The unique key of the message.</param>
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/// <param name="data">The data to send.</param>
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/// <param name="receiveLocally">If true, the action given to <see cref="RegisterHandler{T}"/> will also be called on the same client that is sending the message.</param>
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void SendMessage<T>(string messageType, T data, bool receiveLocally = false);
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/// <summary>
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/// Registers an action to be called when a message is received.
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/// </summary>
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/// <typeparam name="T">The type of the data in the message.</typeparam>
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/// <param name="messageType">The unique key of the message.</param>
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/// <param name="handler">The action to be ran when the message is received. The uint is the player ID that sent the messsage.</param>
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void RegisterHandler<T>(string messageType, Action<uint, T> handler);
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}
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