Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details.
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void | Reset () |
| Reset this instance. For better memory handling than instanciating a new one always, More...
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EventCaching | CachingOption |
| Defines if the server should simply send the event, put it in the cache or remove events that are like this one. More...
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byte | InterestGroup |
| The number of the Interest Group to send this to. 0 goes to all users but to get 1 and up, clients must subscribe to the group first. More...
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int[] | TargetActors |
| A list of PhotonPlayer.IDs to send this event to. You can implement events that just go to specific users this way. More...
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ReceiverGroup | Receivers |
| Sends the event to All, MasterClient or Others (default). Be careful with MasterClient, as the client might disconnect before it got the event and it gets lost. More...
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byte | SequenceChannel |
| Events are ordered per "channel". If you have events that are independent of others, they can go into another sequence or channel. More...
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bool | ForwardToWebhook |
| Events can be forwarded to Webhooks, which can evaluate and use the events to follow the game's state. More...
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bool | Encrypt |
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Aggregates several less-often used options for operation RaiseEvent. See field descriptions for usage details.
void RaiseEventOptions.Reset |
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Reset this instance. For better memory handling than instanciating a new one always,
Defines if the server should simply send the event, put it in the cache or remove events that are like this one.
When using option: SliceSetIndex, SlicePurgeIndex or SlicePurgeUpToIndex, set a CacheSliceIndex. All other options except SequenceChannel get ignored.
Default options: CachingOption: DoNotCache, InterestGroup: 0, targetActors: null, receivers: Others, sequenceChannel: 0.
bool RaiseEventOptions.Encrypt |
bool RaiseEventOptions.ForwardToWebhook |
Events can be forwarded to Webhooks, which can evaluate and use the events to follow the game's state.
byte RaiseEventOptions.InterestGroup |
The number of the Interest Group to send this to. 0 goes to all users but to get 1 and up, clients must subscribe to the group first.
Sends the event to All, MasterClient or Others (default). Be careful with MasterClient, as the client might disconnect before it got the event and it gets lost.
byte RaiseEventOptions.SequenceChannel |
Events are ordered per "channel". If you have events that are independent of others, they can go into another sequence or channel.
int [] RaiseEventOptions.TargetActors |
A list of PhotonPlayer.IDs to send this event to. You can implement events that just go to specific users this way.