Experimental API around managing a player's lobby state.
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| PlayerLobby (ILobbyApi lobbyApi, INotificationService notificationService) |
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Promise< LobbyQueryResponse > | FindLobbies () |
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async Promise | Create (string name, LobbyRestriction restriction, SimGameTypeRef gameTypeRef=null, string description=null, List< Tag > playerTags=null, int? maxPlayers=null, int? passcodeLength=null, List< string > statsToInclude=null) |
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async Promise | Join (string lobbyId, List< Tag > playerTags=null) |
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async Promise | JoinByPasscode (string passcode, List< Tag > playerTags=null) |
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async Promise | AddTags (List< Tag > tags, bool replace=false) |
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async Promise | RemoveTags (List< string > tags) |
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async Promise | Leave () |
| Leave the lobby if the player is in a lobby.
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void | Dispose () |
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| Observable (T data) |
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void | BindTo (Observable< T > other) |
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override string | ToString () |
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override int | GetBroadcastChecksum () |
| The broadcast checksum is a concept for change-detection. More...
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override async Promise | PerformRefresh () |
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override Promise | PerformRefresh () |
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override Lobby | Value [getset] |
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Lobby | State [get] |
| The current Lobby the player is in. If the player is not a lobby, then this field is null. A player can only be in one lobby at a time.
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bool | IsInLobby [get] |
| Checks if the player is in a lobby.
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string | Id [get] |
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string | Name [get] |
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string | Description [get] |
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LobbyRestriction | Restriction [get] |
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string | Host [get] |
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List< LobbyPlayer > | Players [get] |
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string | Passcode [get] |
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int | MaxPlayers [get] |
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bool | IsAssigned [get] |
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bool | IsNullOrUnassigned [get] |
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virtual T | Value [getset] |
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static implicit | operator T (Observable< T > observable) |
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Action< T > | OnDataUpdated |
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Experimental API around managing a player's lobby state.
◆ Description
string Beamable.Player.PlayerLobby.Description |
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get |
This references the data in the State field, which is the player's current lobby.
◆ Host
string Beamable.Player.PlayerLobby.Host |
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get |
This references the data in the State field, which is the player's current lobby.
◆ Id
string Beamable.Player.PlayerLobby.Id |
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get |
This references the data in the State field, which is the player's current lobby.
◆ MaxPlayers
int Beamable.Player.PlayerLobby.MaxPlayers |
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get |
This references the data in the State field, which is the player's current lobby.
◆ Name
string Beamable.Player.PlayerLobby.Name |
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get |
This references the data in the State field, which is the player's current lobby.
◆ Passcode
string Beamable.Player.PlayerLobby.Passcode |
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get |
This references the data in the State field, which is the player's current lobby.
◆ Players
This references the data in the State field, which is the player's current lobby.
◆ Restriction
This references the data in the State field, which is the player's current lobby.
The documentation for this class was generated from the following file:
- com.beamable/Runtime/Player/PlayerLobby.cs