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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>
/// Custom data property for a player.
/// <param name="value">The value of the custom property. This property can be set to null or empty string.</param>
/// <param name="visibility">Indicates for whom the property should be visible. If &#x60;public&#x60;, the property will be visible to everyone and will be included in query results. If &#x60;member&#x60; the data will only be visible to users who are members of the lobby (i.e. those who have successfully joined). If &#x60;private&#x60;, the metadata will only be visible to the the player.</param>
/// </summary>
[Preserve]
[DataContract(Name = "PlayerDataObject")]
public class PlayerDataObject
{
/// <summary>
/// Custom data property for a player.
/// </summary>
/// <param name="visibility">Indicates for whom the property should be visible. If &#x60;public&#x60;, the property will be visible to everyone and will be included in query results. If &#x60;member&#x60; the data will only be visible to users who are members of the lobby (i.e. those who have successfully joined). If &#x60;private&#x60;, the metadata will only be visible to the the player.</param>
/// <param name="value">The value of the custom property. This property can be set to null or empty string.</param>
[Preserve]
public PlayerDataObject(VisibilityOptions visibility, string value = default)
{
Value = value;
Visibility = visibility;
}
/// <summary>
/// The value of the custom property. This property can be set to null or empty string.
/// </summary>
[Preserve]
[DataMember(Name = "value", EmitDefaultValue = false)]
public string Value{ get; }
/// <summary>
/// Indicates for whom the property should be visible. If &#x60;public&#x60;, the property will be visible to everyone and will be included in query results. If &#x60;member&#x60; the data will only be visible to users who are members of the lobby (i.e. those who have successfully joined). If &#x60;private&#x60;, the metadata will only be visible to the the player.
/// </summary>
[Preserve]
[JsonConverter(typeof(StringEnumConverter))]
[DataMember(Name = "visibility", IsRequired = true, EmitDefaultValue = true)]
public VisibilityOptions Visibility{ get; }
/// <summary>
/// Indicates for whom the property should be visible. If &#x60;public&#x60;, the property will be visible to everyone and will be included in query results. If &#x60;member&#x60; the data will only be visible to users who are members of the lobby (i.e. those who have successfully joined). If &#x60;private&#x60;, the metadata will only be visible to the the player.
/// </summary>
/// <value>Indicates for whom the property should be visible. If &#x60;public&#x60;, the property will be visible to everyone and will be included in query results. If &#x60;member&#x60; the data will only be visible to users who are members of the lobby (i.e. those who have successfully joined). If &#x60;private&#x60;, the metadata will only be visible to the the player.</value>
[Preserve]
[JsonConverter(typeof(StringEnumConverter))]
public enum VisibilityOptions
{
/// <summary>
/// Enum Public for value: public
/// </summary>
[EnumMember(Value = "public")]
Public = 1,
/// <summary>
/// Enum Member for value: member
/// </summary>
[EnumMember(Value = "member")]
Member = 2,
/// <summary>
/// Enum Private for value: private
/// </summary>
[EnumMember(Value = "private")]
Private = 3
}
}
}