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Jacob Stove Lorentzen d5286095 Added Comments and clarified some class names. 3 年前
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Countdown.cs Pulling the countdown logic out of the GameManager and the LocalLobby; the latter fixes a bug where the countdown would prevent any lobby changes from being pushed from the host, since every from the LocalLobby's OnChanged event would fire. 3 年前
Countdown.cs.meta Pulling the countdown logic out of the GameManager and the LocalLobby; the latter fixes a bug where the countdown would prevent any lobby changes from being pushed from the host, since every from the LocalLobby's OnChanged event would fire. 3 年前
EmoteType.cs New Emote Icons. 3 年前
EmoteType.cs.meta Still partial progress. I have a little handoff going where the client identifies itself to the server and the server responds with an ID to use in further communication. However, I don't think that will actually work since all clients would also need those IDs? I can just send the user ID, which takes up more bandwidth but not dramatically so. Also, this pinpoints the heartbeat for keeping the Relay allocation up. I'm trying to pull out all the job system things, since that both seems like an extra layer of complexity that devs would have to learn and it also isn't, like, *actually* used correctly in the sample? 3 年前
GameManager.cs Added Comments and clarified some class names. 3 年前
GameManager.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyServiceData.cs Validated a couple notes from the previous changeset. Removed error code from the lobby list query since we no longer are provided the HTTP error code directly. 3 年前
LobbyServiceData.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyServiceDataObserver.cs Added Comments and clarified some class names. 3 年前
LobbyServiceDataObserver.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyUser.cs Primary rejection behavior - A host will reject an incoming client if the lobby is already in the in-game state. Clients will now no longer send data until they are approved, but once approved, connection completes as usual. 3 年前
LobbyUser.cs.meta Latest Dev and Readme without Vivox 3 年前
LobbyUserAudio.cs Vivox Support for Lobby and Relay merge 3 年前
LobbyUserAudio.cs.meta Local User Audio UI hooked into listening for LocalUser.HasVoice. 3 年前
LobbyUserObserver.cs Added Comments and clarified some class names. 3 年前
LobbyUserObserver.cs.meta Latest Dev and Readme without Vivox 3 年前
LocalLobby.cs A couple things: 3 年前
LocalLobby.cs.meta Latest Dev and Readme without Vivox 3 年前
LocalLobbyObserver.cs Added Comments and clarified some class names. 3 年前
LocalLobbyObserver.cs.meta Latest Dev and Readme without Vivox 3 年前
LocalMenuState.cs Added Comments and clarified some class names. 3 年前
LocalMenuState.cs.meta Latest Dev and Readme without Vivox 3 年前
LocalMenuStateObserver.cs Added Comments and clarified some class names. 3 年前
LocalMenuStateObserver.cs.meta Latest Dev and Readme without Vivox 3 年前
ServerAddress.cs Initial network behavior - When entering the InGame state, players will disable menu components and the host will spawn networked objects for the symbols. They can move with Rigidbody physics for all players. Returning to the menu cleans up. Note that this currently only works with a local network connection. 3 年前
ServerAddress.cs.meta Latest Dev and Readme without Vivox 3 年前