ClientConnection Callbacks

The "ClientConnection" is the "Player" that is spawned for each connecting client. These are the available callbacks that you can tie into a particular client connection component.

Available Callbacks

Name Type Description
OnPlayerCharacterChanged GameObject Called whenever the _playerCharacter has changed. Supplies the new gameobject in the invokation.
OnPlayerNameChanged string Called whenever the playerName value has changed. Supplies the new value in the invokation.
OnPlayerDeadChanged bool Called when the isDead value has changed. Supplies the current isDead status in the invokation.
OnPlayerHealthChanged int Called when the playerHealth value has changed. Supplies the current playerHealth value in the invokation.
OnPlayerMaxHealthChanged int Called when the playerMaxHealth value has changed. Supplies the current playerMaxHealth value in the invokation.
OnSceneChanged string Called when the inScene value has changed. Supplies the current inScene value in the invokation.

Example Tie In

The following is the proper way to register and deregister functions with these available delegates:

ClientConnection conn;
protected virtual void OnEnable()
{
    conn = ClientUtil.GetClientConnection(target_gameobject);
    conn.OnPlayerNameChanged += NameChanged;
    conn.OnPlayerCharacterChanged += CharacterChanged;
}
protected virtual void OnDisable()
{
    if (conn == null) return;
    conn.OnPlayerNameChanged -= NameChanged;
    conn.OnPlayerCharacterChanged -= CharacterChanged;
}
public virtual void NameChanged(string newName)
{
    ...
}
public virtual void CharacterChanged(GameObject newCharacterObj)
{
    ...
}