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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.Lobbies.Http;
namespace Unity.Services.Lobbies.Models
{
/// <summary>
/// The body of a Join Lobby request using lobby code.
/// <param name="lobbyCode">The lobby code of the lobby the join. Mutually exclusive with &#x60;id&#x60;. This is used to join a private lobby where the lobby code was shared to other users manually.</param>
/// <param name="player">player param</param>
/// </summary>
[Preserve]
[DataContract(Name = "JoinByCodeRequest")]
public class JoinByCodeRequest
{
/// <summary>
/// The body of a Join Lobby request using lobby code.
/// </summary>
/// <param name="lobbyCode">The lobby code of the lobby the join. Mutually exclusive with &#x60;id&#x60;. This is used to join a private lobby where the lobby code was shared to other users manually.</param>
/// <param name="player">player param</param>
[Preserve]
public JoinByCodeRequest(string lobbyCode, Player player = default)
{
LobbyCode = lobbyCode;
Player = player;
}
/// <summary>
/// The lobby code of the lobby the join. Mutually exclusive with &#x60;id&#x60;. This is used to join a private lobby where the lobby code was shared to other users manually.
/// </summary>
[Preserve]
[DataMember(Name = "lobbyCode", IsRequired = true, EmitDefaultValue = true)]
public string LobbyCode{ get; }
[Preserve]
[DataMember(Name = "player", EmitDefaultValue = false)]
public Player Player{ get; }
}
}