PlayerConnectionWatcher

This is meant to be used in combination with other scripts. It will simply fire UnityEvents based on events that happen in any of the ClientConnection's.

The first string value in all of these events will be the ClientConnection's player name.

Public Fields

Field Name Description
UnityEvent<string, bool> OnAnyDeadChanged This is fired any time ANY of the ClientConnection's have their isDead field change values.
UnityEvent<string, int> OnAnyHealthChanged This is fired any time ANY of the ClientConnection's have their health value change
UnityEvent<string, string> OnAnySceneChanged This is fired any time ANY of the ClientConnection's have their scene field change
UnityEvent<string, string> OnAnyPlayerNameChanged This is fired any time ANY of the ClientConnection's have their playerName field change
UnityEvent<string> OnAnyPlayerConnected This is fired any time ANY new ClientConnection is generated.
UnityEvent<string> OnAnyPlayerDisconnected This is fired any time ANY new ClientConnection is destroyed.

Public Virtual Methods

Method Description
void TriggerPlayerNameChanged(ClientConnection conn, string newName) Will fire the OnAnyPlayerNameChanged UnityEvent
void TriggerOnDeadChanged(ClientConnection conn, bool value) Will fire the OnAnyDeadChanged UnityEvent
void TriggerOnDeadChanged(ClientConnection conn, bool value) Will fire the OnAnyDeadChanged UnityEvent
void TriggerSceneChanged(ClientConnection conn, string sceneName) Will fire the OnAnySceneChanged UnityEvent
void TriggerHealthChanged(ClientConnection conn, int value) Will fire the OnAnyHealthChanged UnityEvent
void TriggerPlayerDisconnected(ClientConnection conn) Will fire the OnAnyPlayerDisconnected UnityEvent
void TriggerPlayerConnected(ClientConnection conn) Will fire the OnAnyPlayerConnected UnityEvent