Attention: Here be dragons
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SceneReplicationConfig
繼承: Resource < RefCounted < Object
配置,能夠讓 MultiplayerSynchronizer 對屬性進行同步。
方法
void |
add_property(path: NodePath, index: int = -1) |
get_properties() const |
|
has_property(path: NodePath) const |
|
property_get_index(path: NodePath) const |
|
property_get_spawn(path: NodePath) |
|
property_get_sync(path: NodePath) |
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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) |
列舉
enum ReplicationMode: 🔗
ReplicationMode REPLICATION_MODE_NEVER = 0
不保持給定屬性同步。
ReplicationMode REPLICATION_MODE_ALWAYS = 1
透過使用不可靠的傳輸模式不斷發送更新來複製程序上的給定屬性。
ReplicationMode REPLICATION_MODE_ON_CHANGE = 2
當其值變更時,透過使用可靠傳輸模式發送更新來複製程序上的給定屬性。
方法說明
void add_property(path: NodePath, index: int = -1) 🔗
將屬性新增至同步屬性列表,該屬性由 path 指定,還可以傳入索引 index。
注意:屬性同步的限制詳見 MultiplayerSynchronizer。
Array[NodePath] get_properties() const 🔗
返回同步屬性的 NodePath 列表。
bool has_property(path: NodePath) const 🔗
Returns true if the given path is configured for synchronization.
int property_get_index(path: NodePath) const 🔗
搜尋給定 path 的索引。
ReplicationMode property_get_replication_mode(path: NodePath) 🔗
Returns the replication mode for the property identified by the given path.
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) 🔗
已棄用: 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) 🔗
已棄用: 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.
void property_set_spawn(path: NodePath, enabled: bool) 🔗
設定屬性是否配置為在出生時同步,該屬性由 path 指定。
void property_set_sync(path: NodePath, enabled: bool) 🔗
已棄用: 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) 🔗
已棄用: 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) 🔗
從配置中移除屬性,該屬性由 path 指定。