SceneReplicationConfig

package
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Published: Sep 11, 2025 License: MIT Imports: 23 Imported by: 0

Documentation

Overview

Package SceneReplicationConfig provides methods for working with SceneReplicationConfig object instances.

Index

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 Any

type Any interface {
	gd.IsClass
	AsSceneReplicationConfig() Instance
}

type Expanded

type Expanded [1]gdclass.SceneReplicationConfig

func (Expanded) AddProperty

func (self Expanded) AddProperty(path string, index int)

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].

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsRefCounted

func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted

func (*Extension[T]) AsResource

func (self *Extension[T]) AsResource() Resource.Instance

func (*Extension[T]) AsSceneReplicationConfig

func (self *Extension[T]) AsSceneReplicationConfig() Instance

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

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 New

func New() Instance

func (Instance) AddProperty

func (self Instance) AddProperty(path string)

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) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (Instance) AsSceneReplicationConfig

func (self Instance) AsSceneReplicationConfig() Instance

func (Instance) GetProperties

func (self Instance) GetProperties() []string

Returns a list of synchronized property [NodePath]s.

func (Instance) HasProperty

func (self Instance) HasProperty(path string) bool

Returns [code]true[/code] if the given [param path] is configured for synchronization.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) PropertyGetIndex

func (self Instance) PropertyGetIndex(path string) int

Finds the index of the given [param path].

func (Instance) PropertyGetReplicationMode

func (self Instance) PropertyGetReplicationMode(path string) ReplicationMode

Returns the replication mode for the property identified by the given [param path]. See [enum ReplicationMode].

func (Instance) PropertyGetSpawn

func (self Instance) PropertyGetSpawn(path string) bool

Returns [code]true[/code] if the property identified by the given [param path] is configured to be synchronized on spawn.

func (Instance) PropertyGetSync

func (self Instance) PropertyGetSync(path string) bool

Returns [code]true[/code] if the property identified by the given [param path] is configured to be synchronized on process.

func (Instance) PropertyGetWatch

func (self Instance) PropertyGetWatch(path string) bool

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 ReplicationMode)

Sets the synchronization mode for the property identified by the given [param path]. See [enum ReplicationMode].

func (Instance) PropertySetSpawn

func (self Instance) PropertySetSpawn(path string, enabled bool)

Sets whether the property identified by the given [param path] is configured to be synchronized on spawn.

func (Instance) PropertySetSync

func (self Instance) PropertySetSync(path string, enabled bool)

Sets whether the property identified by the given [param path] is configured to be synchronized on process.

func (Instance) PropertySetWatch

func (self Instance) PropertySetWatch(path string, enabled bool)

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

func (self Instance) RemoveProperty(path string)

Removes the property identified by the given [param path] from the configuration.

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type ReplicationMode

type ReplicationMode int //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
)

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