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92 行
4.5 KiB
92 行
4.5 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine.Scripting;
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using System.Runtime.Serialization;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Converters;
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using Unity.Services.Lobbies.Http;
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namespace Unity.Services.Lobbies.Models
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{
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/// <summary>
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/// Information about a specific player creating, joining, or already in a lobby.
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/// <param name="id">The unique identifier for the player. If not provided for a create or join request it will be set to the id of the caller.</param>
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/// <param name="connectionInfo">(TBD) Connection information for connecting to a relay with this player.</param>
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/// <param name="data">Custom game-specific properties that apply to an individual player (e.g. `role` or `skill`).</param>
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/// <param name="allocationId">An id that associates this player in this lobby with a persistent connection. When a disconnect notification is recevied, this value is used to identify the associated player in a lobby to mark them as disconnected.</param>
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/// <param name="joined">The time at which the player joined the lobby.</param>
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/// <param name="lastUpdated">The last time the metadata for this player was updated.</param>
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/// </summary>
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[Preserve]
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[DataContract(Name = "Player")]
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public class Player
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{
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/// <summary>
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/// Information about a specific player creating, joining, or already in a lobby.
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/// </summary>
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/// <param name="id">The unique identifier for the player. If not provided for a create or join request it will be set to the id of the caller.</param>
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/// <param name="connectionInfo">(TBD) Connection information for connecting to a relay with this player.</param>
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/// <param name="data">Custom game-specific properties that apply to an individual player (e.g. `role` or `skill`).</param>
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/// <param name="allocationId">An id that associates this player in this lobby with a persistent connection. When a disconnect notification is recevied, this value is used to identify the associated player in a lobby to mark them as disconnected.</param>
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/// <param name="joined">The time at which the player joined the lobby.</param>
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/// <param name="lastUpdated">The last time the metadata for this player was updated.</param>
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[Preserve]
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public Player(string id = default, string connectionInfo = default, Dictionary<string, PlayerDataObject> data = default, string allocationId = default, DateTime joined = default, DateTime lastUpdated = default)
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{
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Id = id;
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ConnectionInfo = connectionInfo;
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Data = data;
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AllocationId = allocationId;
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Joined = joined;
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LastUpdated = lastUpdated;
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}
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/// <summary>
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/// The unique identifier for the player. If not provided for a create or join request it will be set to the id of the caller.
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/// </summary>
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[Preserve]
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[DataMember(Name = "id", EmitDefaultValue = false)]
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public string Id{ get; }
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/// <summary>
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/// (TBD) Connection information for connecting to a relay with this player.
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/// </summary>
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[Preserve]
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[DataMember(Name = "connectionInfo", EmitDefaultValue = false)]
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public string ConnectionInfo{ get; }
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/// <summary>
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/// Custom game-specific properties that apply to an individual player (e.g. `role` or `skill`).
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/// </summary>
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[Preserve]
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[DataMember(Name = "data", EmitDefaultValue = false)]
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public Dictionary<string, PlayerDataObject> Data{ get; }
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/// <summary>
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/// An id that associates this player in this lobby with a persistent connection. When a disconnect notification is recevied, this value is used to identify the associated player in a lobby to mark them as disconnected.
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/// </summary>
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[Preserve]
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[DataMember(Name = "allocationId", EmitDefaultValue = false)]
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public string AllocationId{ get; }
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/// <summary>
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/// The time at which the player joined the lobby.
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/// </summary>
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[Preserve]
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[DataMember(Name = "joined", EmitDefaultValue = false)]
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public DateTime Joined{ get; }
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/// <summary>
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/// The last time the metadata for this player was updated.
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/// </summary>
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[Preserve]
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[DataMember(Name = "lastUpdated", EmitDefaultValue = false)]
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public DateTime LastUpdated{ get; }
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}
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}
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