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using System;
using System.Collections.Generic;
using UnityEngine.Scripting;
using System.Runtime.Serialization;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
using Unity.Services.Relay.Http;
namespace Unity.Services.Relay.Models
{
/// <summary>
/// JoinCodeData model
/// <param name="joinCode">The join code is used to lookup the connection data for the player responsible for creating it. It is case-insensitive. The connection data is returned to the caller and can be used in the request to the \&quot;join\&quot; endpoint to join a relay server.</param>
/// </summary>
[Preserve]
[DataContract(Name = "JoinCodeData")]
public class JoinCodeData
{
/// <summary>
/// Creates an instance of JoinCodeData.
/// </summary>
/// <param name="joinCode">The join code is used to lookup the connection data for the player responsible for creating it. It is case-insensitive. The connection data is returned to the caller and can be used in the request to the \&quot;join\&quot; endpoint to join a relay server.</param>
[Preserve]
public JoinCodeData(string joinCode)
{
JoinCode = joinCode;
}
/// <summary>
/// The join code is used to lookup the connection data for the player responsible for creating it. It is case-insensitive. The connection data is returned to the caller and can be used in the request to the \&quot;join\&quot; endpoint to join a relay server.
/// </summary>
[Preserve]
[DataMember(Name = "joinCode", IsRequired = true, EmitDefaultValue = true)]
public string JoinCode{ get; }
}
}