Documentation
¶
Overview ¶
Package SceneReplicationConfig provides methods for working with SceneReplicationConfig object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AddProperty(path string)
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsSceneReplicationConfig() Instance
- func (self Instance) GetProperties() []string
- func (self Instance) HasProperty(path string) bool
- func (self Instance) PropertyGetIndex(path string) int
- func (self Instance) PropertyGetReplicationMode(path string) gdclass.SceneReplicationConfigReplicationMode
- func (self Instance) PropertyGetSpawn(path string) bool
- func (self Instance) PropertyGetSync(path string) bool
- func (self Instance) PropertyGetWatch(path string) bool
- func (self Instance) PropertySetReplicationMode(path string, mode gdclass.SceneReplicationConfigReplicationMode)
- func (self Instance) PropertySetSpawn(path string, enabled bool)
- func (self Instance) PropertySetSync(path string, enabled bool)
- func (self Instance) PropertySetWatch(path string, enabled bool)
- func (self Instance) RemoveProperty(path string)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type ReplicationMode
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
type Instance [1]gdclass.SceneReplicationConfig
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AddProperty ¶
Adds the property identified by the given [param path] to the list of the properties being synchronized, optionally passing an [param index]. [b]Note:[/b] For details on restrictions and limitations on property synchronization, see [MultiplayerSynchronizer].
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) AsSceneReplicationConfig ¶
func (Instance) GetProperties ¶
Returns a list of synchronized property [NodePath]s.
func (Instance) HasProperty ¶
Returns [code]true[/code] if the given [param path] is configured for synchronization.
func (Instance) PropertyGetIndex ¶
Finds the index of the given [param path].
func (Instance) PropertyGetReplicationMode ¶
func (self Instance) PropertyGetReplicationMode(path string) gdclass.SceneReplicationConfigReplicationMode
Returns the replication mode for the property identified by the given [param path]. See [enum ReplicationMode].
func (Instance) PropertyGetSpawn ¶
Returns [code]true[/code] if the property identified by the given [param path] is configured to be synchronized on spawn.
func (Instance) PropertyGetSync ¶
Returns [code]true[/code] if the property identified by the given [param path] is configured to be synchronized on process.
func (Instance) PropertyGetWatch ¶
Returns [code]true[/code] if the property identified by the given [param path] is configured to be reliably synchronized when changes are detected on process.
func (Instance) PropertySetReplicationMode ¶
func (self Instance) PropertySetReplicationMode(path string, mode gdclass.SceneReplicationConfigReplicationMode)
Sets the synchronization mode for the property identified by the given [param path]. See [enum ReplicationMode].
func (Instance) PropertySetSpawn ¶
Sets whether the property identified by the given [param path] is configured to be synchronized on spawn.
func (Instance) PropertySetSync ¶
Sets whether the property identified by the given [param path] is configured to be synchronized on process.
func (Instance) PropertySetWatch ¶
Sets whether the property identified by the given [param path] is configured to be reliably synchronized when changes are detected on process.
func (Instance) RemoveProperty ¶
Removes the property identified by the given [param path] from the configuration.
func (*Instance) UnsafePointer ¶
type ReplicationMode ¶
type ReplicationMode = gdclass.SceneReplicationConfigReplicationMode //gd:SceneReplicationConfig.ReplicationMode
const ( /*Do not keep the given property synchronized.*/ ReplicationModeNever ReplicationMode = 0 /*Replicate the given property on process by constantly sending updates using unreliable transfer mode.*/ ReplicationModeAlways ReplicationMode = 1 /*Replicate the given property on process by sending updates using reliable transfer mode when its value changes.*/ ReplicationModeOnChange ReplicationMode = 2 )