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// ----------------------------------------------------------------------------------------------------------------------
// <summary>The Photon Chat Api enables clients to connect to a chat server and communicate with other clients.</summary>
// <remarks>ChatClient is the main class of this api.</remarks>
// <copyright company="Exit Games GmbH">Photon Chat Api - Copyright (C) 2014 Exit Games GmbH</copyright>
// ----------------------------------------------------------------------------------------------------------------------
namespace Photon.Chat
{
using ExitGames.Client.Photon;
/// <summary>
/// Callback interface for Chat client side. Contains callback methods to notify your app about updates.
/// Must be provided to new ChatClient in constructor
/// </summary>
public interface IChatClientListener
{
/// <summary>
/// All debug output of the library will be reported through this method. Print it or put it in a
/// buffer to use it on-screen.
/// </summary>
/// <param name="level">DebugLevel (severity) of the message.</param>
/// <param name="message">Debug text. Print to System.Console or screen.</param>
void DebugReturn(DebugLevel level, string message);
/// <summary>
/// Disconnection happened.
/// </summary>
void OnDisconnected();
/// <summary>
/// Client is connected now.
/// </summary>
/// <remarks>
/// Clients have to be connected before they can send their state, subscribe to channels and send any messages.
/// </remarks>
void OnConnected();
/// <summary>The ChatClient's state changed. Usually, OnConnected and OnDisconnected are the callbacks to react to.</summary>
/// <param name="state">The new state.</param>
void OnChatStateChange(ChatState state);
/// <summary>
/// Notifies app that client got new messages from server
/// Number of senders is equal to number of messages in 'messages'. Sender with number '0' corresponds to message with
/// number '0', sender with number '1' corresponds to message with number '1' and so on
/// </summary>
/// <param name="channelName">channel from where messages came</param>
/// <param name="senders">list of users who sent messages</param>
/// <param name="messages">list of messages it self</param>
void OnGetMessages(string channelName, string[] senders, object[] messages);
/// <summary>
/// Notifies client about private message
/// </summary>
/// <param name="sender">user who sent this message</param>
/// <param name="message">message it self</param>
/// <param name="channelName">channelName for private messages (messages you sent yourself get added to a channel per target username)</param>
void OnPrivateMessage(string sender, object message, string channelName);
/// <summary>
/// Result of Subscribe operation. Returns subscription result for every requested channel name.
/// </summary>
/// <remarks>
/// If multiple channels sent in Subscribe operation, OnSubscribed may be called several times, each call with part of sent array or with single channel in "channels" parameter.
/// Calls order and order of channels in "channels" parameter may differ from order of channels in "channels" parameter of Subscribe operation.
/// </remarks>
/// <param name="channels">Array of channel names.</param>
/// <param name="results">Per channel result if subscribed.</param>
void OnSubscribed(string[] channels, bool[] results);
/// <summary>
/// Result of Unsubscribe operation. Returns for channel name if the channel is now unsubscribed.
/// </summary>
/// If multiple channels sent in Unsubscribe operation, OnUnsubscribed may be called several times, each call with part of sent array or with single channel in "channels" parameter.
/// Calls order and order of channels in "channels" parameter may differ from order of channels in "channels" parameter of Unsubscribe operation.
/// <param name="channels">Array of channel names that are no longer subscribed.</param>
void OnUnsubscribed(string[] channels);
/// <summary>
/// New status of another user (you get updates for users set in your friends list).
/// </summary>
/// <param name="user">Name of the user.</param>
/// <param name="status">New status of that user.</param>
/// <param name="gotMessage">True if the status contains a message you should cache locally. False: This status update does not include a message (keep any you have).</param>
/// <param name="message">Message that user set.</param>
void OnStatusUpdate(string user, int status, bool gotMessage, object message);
/// <summary>
/// A user has subscribed to a public chat channel
/// </summary>
/// <param name="channel">Name of the chat channel</param>
/// <param name="user">UserId of the user who subscribed</param>
void OnUserSubscribed(string channel, string user);
/// <summary>
/// A user has unsubscribed from a public chat channel
/// </summary>
/// <param name="channel">Name of the chat channel</param>
/// <param name="user">UserId of the user who unsubscribed</param>
void OnUserUnsubscribed(string channel, string user);
/// <summary>
/// Received a broadcast message
/// </summary>
/// <param name="channel">Name of the chat channel</param>
/// <param name="message">Message data</param>
void OnReceiveBroadcastMessage(string channel, byte[] message);
}
}