Ultimate Replay Scripting Reference
ReplayIdentity Class |
A replay identity is an essential component in the Ultimate Replay system and is used to identify replay objects between sessions.
Replay identities are assigned at edit time where possible and will never change values.
Replay identities are also use to identify prefab instances that are spawned during a replay.
Inheritance Hierarchy
Namespace: UltimateReplay.Core
Assembly: UltimateReplay (in UltimateReplay.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
C#
[SerializableAttribute] public sealed class ReplayIdentity : IEquatable<ReplayIdentity>
The ReplayIdentity type exposes the following members.
Constructors
Name | Description | |
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ReplayIdentity |
Create a new ReplayIdentity.
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Methods
Name | Description | |
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Equals(Object) |
Override implementation.
(Overrides ObjectEquals(Object).) | |
Equals(ReplayIdentity) |
IEquateable implementation.
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Generate |
Generates a unique ReplayIdentity.
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GetHashCode |
Override implementation.
(Overrides ObjectGetHashCode.) | |
IsUnique(Int32) |
Returns true if the specified id is unique or false if not.
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IsUnique(ReplayIdentity) |
Returns true if the specified ReplayIdentity is unique or false if not.
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ToString |
Override implementation.
(Overrides ObjectToString.) |
Operators
Name | Description | |
---|---|---|
Equality |
Override equals operator.
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(Int16 to ReplayIdentity) |
Implicit short conversion (16 bit identity only).
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(ReplayIdentity to Int16) |
Implicit int conversion (32 bit identity only).
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Inequality |
Override not-equals operator.
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Fields
Name | Description | |
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byteSize |
Get the size in bytes of a ReplayIdentity representation.
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unassignedIdentity |
Get the default value for a ReplayIdentity id which equates to an unassigned identity.
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Properties
Name | Description | |
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IsAssigned |
Returns true if the identity has been generated or false if it has not.
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See Also