主题
EngineInterface.GoInterface
IApproachableTarget 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IApproachableTargetICoreActor 双端
命名空间 EngineInterface.GoInterface
csharp
public interface ICoreActor属性
ActorId 双端
csharp
public int ActorId { get; }PlayerId 双端
csharp
public int PlayerId { get; }IsValid 双端
csharp
public bool IsValid { get; }CoreActorType 仅客户端
csharp
public CoreActorType CoreActorType { get; }方法
GetPropertyWithHash 双端
csharp
T? GetPropertyWithHash<T>(long propertyHash)GetPropertiesWithHash 仅客户端
csharp
PropertyHashKeyValue[] GetPropertiesWithHash(bool modifiedOnly = true)GetBytesPropertiesWithHash 仅客户端
csharp
IEnumerable<PropertyHashKeyValueBytes> GetBytesPropertiesWithHash(bool modifiedOnly = true)GetCooldownWithHash 双端
csharp
TimeSpan? GetCooldownWithHash(long propertyHash)GetCooldownMaxWithHash 双端
csharp
TimeSpan? GetCooldownMaxWithHash(long propertyHash)GetCooldownDataWithHash 双端
csharp
byte[]? GetCooldownDataWithHash(long propertyHash)ChangeOwner 双端
csharp
bool ChangeOwner(int newPlayerId)SetPropertyWithHash 仅服务端
csharp
void SetPropertyWithHash<T>(long propertyHash, T value)AddPropertyWithHash 仅服务端
csharp
void AddPropertyWithHash(long propertyHash, double value)SetPropertyDefaultSyncType 仅服务端
csharp
void SetPropertyDefaultSyncType(int hashLow32, SyncType syncType)SetComponentSyncType 仅服务端
csharp
void SetComponentSyncType(int hashHigh32, SyncType syncType)SetPropertySyncType 仅服务端
csharp
void SetPropertySyncType(long propertyHash, SyncType syncType)Overrides synchronization for one complete property or timer key on this actor.
TogglePropertyModifyEvent 仅服务端
csharp
void TogglePropertyModifyEvent(long hash, bool on)SetSyncType 仅服务端
csharp
void SetSyncType(SyncType type)SetCooldownWithHash 仅服务端
csharp
void SetCooldownWithHash(long propertyHash, TimeSpan max, TimeSpan? current = null)SetCooldownWithHash 仅服务端
csharp
void SetCooldownWithHash(long propertyHash, TimeSpan max, TimeSpan current, byte[] data)RestartCooldownWithHash 仅服务端
csharp
void RestartCooldownWithHash(long propertyHash)ClearCooldownWithHash 仅服务端
csharp
void ClearCooldownWithHash(long propertyHash)Kill 仅服务端
csharp
void Kill()Revive 仅服务端
csharp
void Revive()Destroy 仅服务端
csharp
void Destroy()IsVisibleTo 仅服务端
csharp
bool IsVisibleTo(int playerId)SetCoreActorType 仅服务端
csharp
void SetCoreActorType(CoreActorType actorType)字段
CoreActorTypeHash 双端
csharp
const int CoreActorTypeHashIDetector 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IDetector方法
Destroy 双端
csharp
void Destroy()事件
OnEnter 双端
csharp
event Action<int>? OnEnterOnExit 双端
csharp
event Action<int>? OnExitIScenePoint 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IScenePoint : IApproachableTarget属性
X 双端
csharp
public float X { get; }Y 双端
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public float Y { get; }Z 双端
csharp
public float Z { get; }Scene 双端
csharp
public IViewScene Scene { get; }ToVector3 双端
csharp
public Vector3 ToVector3 { get; }IViewActor 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewActor : ICoreActor, IViewAsyncActor, IApproachableTarget属性
ActorId 双端
csharp
new int ActorId { get; }StatusBar 仅客户端
csharp
public IViewStatusBar StatusBar { get; }Scene 仅服务端
csharp
public IViewScene Scene { get; }Position 仅服务端
csharp
public IScenePoint Position { get; }Height 仅服务端
csharp
public float Height { get; set; }Facing 仅服务端
csharp
public float Facing { get; }SearchRadius 仅服务端
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public float SearchRadius { get; set; }Scale 仅服务端
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public float Scale { set; }IsJoystickMoving 仅服务端
csharp
public bool IsJoystickMoving { get; }JoystickMovingTime 仅服务端
csharp
public int JoystickMovingTime { get; }方法
MoveTo 双端
csharp
bool MoveTo(IScenePoint point, bool sync = true, bool syncDistance = true)AttachTo 双端
csharp
bool AttachTo(IViewActor? parent)SetLocalSightCircle 仅客户端
csharp
bool SetLocalSightCircle(float radius)SetLocalSightCone 仅客户端
csharp
bool SetLocalSightCone(float directionX, float directionY, float radius, float centralAngle, float innerRadius, int directionSource, float fixedDirection)SetLocalSightFocus 仅客户端
csharp
bool SetLocalSightFocus(bool enabled)PathTo 仅服务端
csharp
bool PathTo(IApproachableTarget target, float maxDis, float minDis, bool targetActorVisionCheck = true)target—maxDis—minDis—targetActorVisionCheck— When true, and target is an actor, the unit need to be able to see the target to approach
返回:
Stop 仅服务端
csharp
void Stop()AddHeight 仅服务端
csharp
void AddHeight(float height)SetFacing 仅服务端
csharp
void SetFacing(float angle, TimeSpan time)SetPositionSilent 仅服务端
csharp
bool SetPositionSilent(IScenePoint point)SetFacingSilent 仅服务端
csharp
bool SetFacingSilent(float angle)SelectLineUnits 仅服务端
csharp
int[]? SelectLineUnits(IScenePoint from, IScenePoint to, float radius)IsPathBlocked 仅服务端
csharp
bool IsPathBlocked(IScenePoint position, int flags)SetVisionObserverEnabled 仅服务端
csharp
bool SetVisionObserverEnabled(bool enabled)SetVisionShape 仅服务端
csharp
bool SetVisionShape(float centralAngle, float innerRadius, int directionSource, float fixedDirection)ChangeLink 仅服务端
csharp
bool ChangeLink(int linkHash)StartJoystickMove 仅服务端
csharp
void StartJoystickMove(float x, float y)StartJoystickMove 仅服务端
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void StartJoystickMove(float x, float y, float z)StopJoystickMove 仅服务端
csharp
void StopJoystickMove()SwitchScene 仅服务端
csharp
bool SwitchScene(IViewScene scene)SetModel 仅服务端
csharp
void SetModel(int linkHash)Approach 仅服务端
csharp
bool Approach(IApproachableTarget target, float maxDis, float minDis, int customApproachId = 0, bool targetActorVisionCheck = true)StopApproach 仅服务端
csharp
bool StopApproach(int customApproachId = 0)CreateViewMover 仅服务端
csharp
IViewMover? CreateViewMover(IMoverData data, int targetActorId)CreateViewMover 仅服务端
csharp
IViewMover? CreateViewMover(IMoverData data, IScenePoint targetPosition)AddState 仅服务端
csharp
void AddState(UnitState state)RemoveState 仅服务端
csharp
void RemoveState(UnitState state)IViewAnimation 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewAnimation属性
IsEngineAnimation 双端
csharp
public bool IsEngineAnimation { get; }Gets if this animation is created by the engine instead of the game logic. e.g., animations created by the engine for character movement, idle and death animations, or animation instances created by the animation sequence system.
Phase 双端
csharp
public int Phase { get; }IsPlaying 双端
csharp
public bool IsPlaying { get; }Asset 双端
csharp
public UTF8String Asset { get; }Priority 双端
csharp
public int Priority { get; set; }Gets or sets the animation priority in the inclusive range 0-31.
备注
Lower values are treated as 0 and higher values are treated as 31 by the native animation layer packing.
LogicLayer 双端
csharp
public AnimationLogicLayer LogicLayer { get; }Duration 双端
csharp
public float Duration { get; }IsLooping 双端
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public bool IsLooping { get; set; }IsSuppressed 双端
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public bool IsSuppressed { get; }PauseOnSuppressed 双端
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public bool PauseOnSuppressed { get; set; }PlayingOffset 双端
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public float PlayingOffset { get; set; }Speed 双端
csharp
public float Speed { get; set; }Type 双端
csharp
public int Type { get; }ActorId 双端
csharp
public int ActorId { get; }AnimationId 双端
csharp
public int AnimationId { get; }方法
FadeBlendWeight 双端
csharp
bool FadeBlendWeight(float targetWeight, float fadeTime)Stop 双端
csharp
bool Stop(float fadeOutTime = 0.15f)事件
StateChanged 双端
csharp
event Action<AnimationStateEvent>? StateChangedTimedEventTriggered 双端
csharp
event Action<UTF8String, bool>? TimedEventTriggeredIViewAnimationSequence 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewAnimationSequence方法
Pause 双端
csharp
void Pause(bool on)Stop 双端
csharp
void Stop()SwitchTo 双端
csharp
void SwitchTo(int index = -1)事件
EventTriggered 双端
csharp
event Action<int, float, int, IViewAnimation?>? EventTriggeredRemoved 双端
csharp
event Action? RemovedIndexChanged 双端
csharp
event Action<int>? IndexChangedIViewAsyncActor 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewAsyncActor属性
ActorId 仅客户端
csharp
public int ActorId { get; }Scene 仅客户端
csharp
public IViewScene Scene { get; }Position 仅客户端
csharp
public IScenePoint Position { get; set; }WorldPosition 仅客户端
csharp
public IScenePoint WorldPosition { get; }Rotation 仅客户端
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public Vector3 Rotation { get; set; }Scale 仅客户端
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public Vector3 Scale { get; set; }Facing 仅客户端
csharp
public float Facing { get; }ShouldRemoveWithParent 仅客户端
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public bool ShouldRemoveWithParent { get; set; }AnimationIds 仅客户端
csharp
public int[]? AnimationIds { get; }方法
Detach 仅客户端
csharp
bool Detach(bool resetBearings = false)AttachTo 仅客户端
csharp
bool AttachTo(IViewAsyncActor parent, UTF8String socket)GetSocketPosition 仅客户端
csharp
IScenePoint GetSocketPosition(UTF8String socket)Kill 仅客户端
csharp
void Kill()Destroy 仅客户端
csharp
void Destroy(bool ForceNoFade = false)SetOffset 仅客户端
csharp
void SetOffset(Vector3 vector3)SetGroundZ 仅客户端
csharp
void SetGroundZ(float z)GetGroundZ 仅客户端
csharp
float GetGroundZ()ChangeOwner 仅客户端
csharp
bool ChangeOwner(int PlayerId)SetAsset 仅客户端
csharp
bool SetAsset(int linkHash)SetShowShadow 仅客户端
csharp
bool SetShowShadow(bool show)SetLaunchSite 仅客户端
csharp
bool SetLaunchSite(IViewAsyncActor actor, UTF8String socket)SetLaunchSite 仅客户端
csharp
bool SetLaunchSite(Vector3 position, bool offsetByGroundZ = false)SetImpactSite 仅客户端
csharp
bool SetImpactSite(IViewAsyncActor actor, UTF8String socket)For ActorAction Only
actor—socket—
返回:
SetHighlight 仅客户端
csharp
void SetHighlight(short R, short G, short B, short A)ClearHighlight 仅客户端
csharp
void ClearHighlight()PlayAnimation 仅客户端
csharp
IViewAnimation? PlayAnimation(UTF8String animationName, AnimationPlayParam? param = null)PlayAnimationBracket 仅客户端
csharp
IViewAnimation? PlayAnimationBracket(AnimationBracketPlayParam param)PlayAnimationSequence 仅客户端
csharp
IViewAnimationSequence? PlayAnimationSequence(int seqConfigHash, bool triggerEvents = false, float speed = 1f)StopAnimationOfLayer 仅客户端
csharp
bool StopAnimationOfLayer(AnimationLogicLayer logicLayer)SetBirthStandDeathAnimation 仅客户端
csharp
bool SetBirthStandDeathAnimation(UTF8String birth, UTF8String stand, UTF8String death)SetUnitLocomotionAnimationProfile 仅客户端
csharp
bool SetUnitLocomotionAnimationProfile(UnitLocomotionAnimationProfilePayload profile)DisableUnitLocomotionAnimation 仅客户端
csharp
bool DisableUnitLocomotionAnimation()StopAnimationBracket 仅客户端
csharp
bool StopAnimationBracket(IViewAnimation viewAnimation, bool destroy = false)GetAnimationInstances 仅客户端
csharp
IEnumerable<IViewAnimation> GetAnimationInstances()ClearAnimationMapping 仅客户端
csharp
bool ClearAnimationMapping(UTF8String alias)SetAnimationMapping 仅客户端
csharp
bool SetAnimationMapping(UTF8String alias, UTF8String animationRaw)SetTintColor 仅客户端
csharp
void SetTintColor(short R, short G, short B, short A, bool isOverride = false)ClearTintColor 仅客户端
csharp
void ClearTintColor()ResetTintColorByType 仅客户端
csharp
void ResetTintColorByType(bool isOverride = false)RegisterBoneChain 仅客户端
csharp
bool RegisterBoneChain(int chainId, IEnumerable<ModelBoneWeight> modelBoneWeights)UnregisterBoneChain 仅客户端
csharp
bool UnregisterBoneChain(int chainId)SetBoneChainFacing 仅客户端
csharp
bool SetBoneChainFacing(int chainId, float facing, float duration = 0f)ResetBoneChainFacing 仅客户端
csharp
bool ResetBoneChainFacing(int chainId, float duration = 0f)SetUpperBodyRootBone 仅客户端
csharp
bool SetUpperBodyRootBone(UTF8String boneName)IViewAsyncActorController 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewAsyncActorController : IViewAsyncActor方法
Play 仅客户端
csharp
bool Play()SetPlaySpeed 仅客户端
csharp
bool SetPlaySpeed(float speed)SetPlayDuration 仅客户端
csharp
bool SetPlayDuration(TimeSpan duration)SetPlayOffset 仅客户端
csharp
bool SetPlayOffset(TimeSpan offset, bool triggerEvents = false)SetPlayPercent 仅客户端
csharp
bool SetPlayPercent(float percent)Pause 仅客户端
csharp
bool Pause()Resume 仅客户端
csharp
bool Resume()Stop 仅客户端
csharp
bool Stop(bool fade = true)Mute 仅客户端
csharp
bool Mute(bool on)SetSoundVolume 仅客户端
csharp
bool SetSoundVolume(float volume)SetGridAxis 仅客户端
csharp
bool SetGridAxis(Vector3 x, Vector3 y)SetGridBounds 仅客户端
csharp
bool SetGridBounds(Rectangle rect)SetGridState 仅客户端
csharp
bool SetGridState(Point block, int state)SetGridStickToGround 仅客户端
csharp
bool SetGridStickToGround(bool stickToGround)SetText 仅客户端
csharp
bool SetText(UTF8String text)SetMaterialParameter 仅客户端
csharp
void SetMaterialParameter(int intParam)SetMaterialParameter 仅客户端
csharp
void SetMaterialParameter(float floatParam)SetMaterialParameter 仅客户端
csharp
void SetMaterialParameter(Color colorParam)GetSoundAsset 仅客户端
csharp
UTF8String GetSoundAsset()IViewBarWidget 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewBarWidget : IViewWidget方法
SetPercentage 仅客户端
csharp
bool SetPercentage(float percentage)SetSkinIndex 仅客户端
csharp
bool SetSkinIndex(int skinIndex)IViewFloatingText 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewFloatingText : IViewWidgetContainer方法
AttachToUnit 双端
csharp
void AttachToUnit(IViewActor actor)Destroy 双端
csharp
void Destroy()SetUIPosition 双端
csharp
void SetUIPosition(Vector2 position2D)SetWorldPosition 双端
csharp
void SetWorldPosition(Vector3 position3D)IViewGame 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewGame属性
IsDebugTestMode 双端
csharp
public bool IsDebugTestMode { get; }RuntimeEnvironment 双端
csharp
public GameRuntimeEnvironment RuntimeEnvironment { get; }当前游戏局的运行时环境,用于区分项目自己的调试、内测和正式数据隔离环境。
DeploymentEnvironment 双端
csharp
public GameDeploymentEnvironment DeploymentEnvironment { get; }当前游戏 Host 所在的部署环境,用于区分官方平台和编辑器发布通道。
IsClientOnly 双端
csharp
public bool IsClientOnly { get; }是否为纯客户端模式(无服务端连接)。
StartFromEngine 双端
csharp
public bool StartFromEngine { get; }SessionId 双端
csharp
public long SessionId { get; }ProjectId 双端
csharp
public string ProjectId { get; }Platform 仅客户端
csharp
public Platform Platform { get; }LobbyModeKey 仅服务端
csharp
public string LobbyModeKey { get; }Gets the creator-center lobby mode key associated with the current game session.
IsSessionResident 仅服务端
csharp
public bool IsSessionResident { get; }Gets whether the current server session is resident.
IsPaused 仅服务端
csharp
public bool IsPaused { get; }方法
StartGameTick 双端
csharp
void StartGameTick()RegisterScene 双端
csharp
IViewScene RegisterScene(int hash)GetViewPlayer 双端
csharp
IViewPlayer? GetViewPlayer(int playerId)GetViewTeam 双端
csharp
IViewTeam? GetViewTeam(int teamId)SimpleOut 双端
csharp
void SimpleOut()Simply calls a function of the host game engine.
FlushLogs 双端
csharp
void FlushLogs()Flush log output owned by the current runtime.
SimpleInTest 双端
csharp
void SimpleInTest(int count)Ask the host game engine to call the framework count times.
count—
LoadClientScene 仅客户端
csharp
bool LoadClientScene(UTF8String sceneName, UTF8String templateSceneName, bool randomMap, bool asyncLoadingBlock)CreateFloatingText 仅客户端
csharp
IViewFloatingText? CreateFloatingText(IViewActor referenceActor, UTF8String text, UTF8String link)CreateFloatingText 仅客户端
csharp
IViewFloatingText? CreateFloatingText(Vector3 worldPos, UTF8String text, UTF8String link)CreateFloatingText 仅客户端
csharp
IViewFloatingText? CreateFloatingText(Vector2 screenPosition, UTF8String text, UTF8String link)CreateStatusBarCustom 仅客户端
csharp
IViewStatusBarCustom? CreateStatusBarCustom(Vector3 worldPos, UTF8String link)CreateStatusBarCustom 仅客户端
csharp
IViewStatusBarCustom? CreateStatusBarCustom(Vector2 screenPosition, UTF8String link)ScreenRaycast 仅客户端
csharp
int[]? ScreenRaycast(float x, float y, int level)GetLocalPlayerId 仅客户端
csharp
int GetLocalPlayerId()GetCoreActor 仅客户端
csharp
ICoreActor GetCoreActor(int actorId)GetViewActor 仅客户端
csharp
IViewActor GetViewActor(int actorId)SendHostMessage 仅客户端
csharp
bool SendHostMessage(int typeHash, ReadOnlySpan<byte> msg)SetSoundCategoryVolume 仅客户端
csharp
bool SetSoundCategoryVolume(int category, float volume)StopSoundInCategory 仅客户端
csharp
bool StopSoundInCategory(int category)Log 双端
csharp
void Log(int level, string message)RequestSessionEnd 仅服务端
csharp
void RequestSessionEnd()Requests that the host end the current game session.
SetSessionResident 仅服务端
csharp
SessionResidenceResult SetSessionResident(bool resident)Changes whether the current server session remains resident when no players are online.
resident—trueto request residence; otherwise, to release it.
返回: The result of applying the requested state.
CopyScene 仅服务端
csharp
bool CopyScene(int sceneTemplateHash, UTF8String newSceneTag)PauseGame 仅服务端
csharp
void PauseGame(float timeOut, bool unitsOnly)ResumeGame 仅服务端
csharp
void ResumeGame()SetPropertyHashDefaultSyncTypeGlobal 仅服务端
csharp
void SetPropertyHashDefaultSyncTypeGlobal(int hashLow32, SyncType syncType)SetPropertyHash64DefaultSyncTypeGlobal 仅服务端
csharp
void SetPropertyHash64DefaultSyncTypeGlobal(long hash, SyncType syncType)CreateDetectorPolygon 仅服务端
csharp
IDetector? CreateDetectorPolygon(IViewScene scene, params Vector2[] points)CreateDetectorCircle 仅服务端
csharp
IDetector? CreateDetectorCircle(IScenePoint position, float radius)事件
OnTick 双端
csharp
event Action<int>? OnTickOnEngineStart 双端
csharp
event Action? OnEngineStartOnEngineEnd 双端
csharp
event Action? OnEngineEndOnHostCooldown 双端
csharp
event Action<int, long>? OnHostCooldownOnHostDisconnected 仅客户端
csharp
event Action? OnHostDisconnectedCalled when the connected game Host is disconnected. This is optional for binary compatibility with older client assemblies.
OnApplicationWillEnterBackground 仅客户端
csharp
event Action? OnApplicationWillEnterBackgroundCalled when the mobile application is about to enter the background. This is optional for binary compatibility with older client assemblies.
OnApplicationDidEnterBackground 仅客户端
csharp
event Action? OnApplicationDidEnterBackgroundCalled after the mobile application has entered the background. This is optional for binary compatibility with older client assemblies.
OnApplicationWillEnterForeground 仅客户端
csharp
event Action? OnApplicationWillEnterForegroundCalled when the mobile application is about to return to the foreground. This is optional for binary compatibility with older client assemblies.
OnApplicationDidEnterForeground 仅客户端
csharp
event Action? OnApplicationDidEnterForegroundCalled after the mobile application has returned to the foreground. This is optional for binary compatibility with older client assemblies.
OnApplicationLowMemory 仅客户端
csharp
event Action? OnApplicationLowMemoryCalled when the mobile operating system reports memory pressure. This is optional for binary compatibility with older client assemblies.
OnHostCooldownUpdate 仅客户端
csharp
event Action<int, long, TimeSpan>? OnHostCooldownUpdateOnHostCooldownStoppedEarly 仅客户端
csharp
event Action<int, long>? OnHostCooldownStoppedEarlyOnCoreActorChanged 仅客户端
csharp
event Action<int>? OnCoreActorChangedOnCoreActorAppear 仅客户端
csharp
event Action<int, bool, int>? OnCoreActorAppearOnCoreActorDisappear 仅客户端
csharp
event Action<int, ActorDisappearType>? OnCoreActorDisappearOnGameInfoUpdate 仅客户端
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event Action<UTF8String>? OnGameInfoUpdateOnPropertyChangedDouble 仅客户端
csharp
event Action<int, long, double> OnPropertyChangedDoubleOnPropertyChangedBytes 仅客户端
csharp
event Action<int, long, ReadOnlySpan<byte>> OnPropertyChangedBytesOnHostMessage 仅客户端
csharp
event Action<int, ReadOnlySpan<byte>>? OnHostMessageOnSceneHashLoadStart 仅客户端
csharp
event Action<int>? OnSceneHashLoadStartOnSceneHashLoadEnd 仅客户端
csharp
event Action<int>? OnSceneHashLoadEndOnSceneHashLoadEndWithResult 仅客户端
csharp
event Action<int, bool>? OnSceneHashLoadEndWithResultActorTimedAssetEventTriggered 仅客户端
csharp
event Action<int, UTF8String, bool>? ActorTimedAssetEventTriggeredActorTimedAnimationEventTriggered 仅客户端
csharp
event Action<int, UTF8String, IViewAnimation, bool>? ActorTimedAnimationEventTriggeredOnCoreActorRemove 仅服务端
csharp
event Action<int>? OnCoreActorRemoveint => CoreActorId
OnCanLoadDefaultScene 仅服务端
csharp
event Action? OnCanLoadDefaultSceneOccurs when the default scene can be loaded.
备注
This event is triggered to signal that the conditions for loading the default scene have been met. Subscribers can use this event to initiate actions related to loading the default scene.
OnActorMoveStart 仅服务端
csharp
event Action<int, bool>? OnActorMoveStartint => CoreActorId bool => isMoverMove
OnActorMoveEnd 仅服务端
csharp
event Action<int, bool>? OnActorMoveEndOnUserCloudDataProviderReady 仅服务端
csharp
event Action? OnUserCloudDataProviderReadyOccurs when the user cloud data provider is initialized and ready for use.
备注
Subscribe to this event to be notified when cloud data operations can safely begin. Handlers are invoked after the provider has completed any required setup.
IViewImageWidget 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewImageWidget : IViewWidget方法
SetImage 仅客户端
csharp
bool SetImage(UTF8String image)IViewMover 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewMover属性
MoverIdLocal 双端
csharp
public int MoverIdLocal { get; }方法
Destroy 双端
csharp
void Destroy()事件
OnMoveComplete 双端
csharp
event Action? OnMoveCompleteOnMoveStop 双端
csharp
event Action? OnMoveStopOnMoveImpact 双端
csharp
event Action<int>? OnMoveImpactOnMoveCollide 双端
csharp
event Action? OnMoveCollideIViewPlayer 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewPlayer属性
TeamId 仅客户端
csharp
public int TeamId { get; }IsNeutral 双端
csharp
public bool IsNeutral { get; }MainActorId 仅客户端
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public int? MainActorId { get; }Controller 双端
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public ControllerType Controller { get; }UserId 双端
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public long UserId { get; }Team 仅服务端
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public IViewTeam Team { get; set; }MainActor 仅服务端
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public IViewActor? MainActor { get; set; }方法
CreatePhysicsViewActor 双端
csharp
IViewActor? CreatePhysicsViewActor(int unitId, int playerId, int linkHash, int sceneHash, Vector3 position, Vector3 rotation, int componentMask)CreateViewAsyncActorController 仅客户端
csharp
IViewAsyncActorController CreateViewAsyncActorController(int linkHash, bool skipBirth, int sceneHash)GetUserName 仅客户端
csharp
UTF8String GetUserName(long userId)GetSceneHash 双端
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int GetSceneHash()CreateViewActor 仅服务端
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IViewActor? CreateViewActor(IScenePoint IScenePoint, int linkHash, float facing)CreateCoreActor 仅服务端
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ICoreActor CreateCoreActor(SyncType syncType)SetShareSightTo 仅服务端
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void SetShareSightTo(int otherPlayerId, bool on)CanSee 仅服务端
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bool CanSee(float x, float y, float z, int sceneHash)SendClientMessage 仅服务端
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bool SendClientMessage(int typeHash, ReadOnlySpan<byte> msg, bool guaranteed = false)SwitchScene 仅服务端
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bool SwitchScene(IViewScene scene, bool withMainUnit)Kick 仅服务端
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void Kick(string reason, string? clientMessage = null)Disconnect 仅服务端
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void Disconnect()事件
OnTeamChanged 仅客户端
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event Action<int>? OnTeamChangedOnNeutralChanged 仅客户端
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event Action<bool>? OnNeutralChangedOnMainActorChanged 仅客户端
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event Action<int?>? OnMainActorChangedOnClientMessage 仅服务端
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event Action<int, ReadOnlySpan<byte>>? OnClientMessageOnConnected 仅服务端
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event Action<bool>? OnConnectedCalled when the player is connected bool => is Reconnect
OnDisconnected 仅服务端
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event Action<int>? OnDisconnectedCalled when the player is disconnected int=> disconnect reason
OnAbandonReconnect 仅服务端
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event Action? OnAbandonReconnectOnAfk 仅服务端
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event Action? OnAfkOnAfkEnd 仅服务端
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event Action? OnAfkEndOnConnectionUnresponsive 仅服务端
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event Action? OnConnectionUnresponsiveCalled when the player's connection becomes temporarily unresponsive.
OnConnectionRestored 仅服务端
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event Action? OnConnectionRestoredCalled when a temporarily unresponsive connection becomes responsive again.
OnActivelyQuit 仅服务端
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event Action? OnActivelyQuitOnUnitVisibilityChange 仅服务端
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event Action<int, bool>? OnUnitVisibilityChangeIViewScene 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewScene属性
Hash 双端
csharp
public int Hash { get; }Size 双端
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public Vector2 Size { get; }ActorRootNodeHandle 双端
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public ulong ActorRootNodeHandle { get; }Cached 仅客户端
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public bool Cached { get; }Loaded 仅服务端
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public bool Loaded { get; }方法
SearchCircle 双端
csharp
int[]? SearchCircle(IScenePoint center, float radius)SearchRectangle 双端
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int[]? SearchRectangle(IScenePoint position, float facing, Vector2 size)Search in a rectangle
position—facing—size— X is width, Y is length
返回:
SearchCone 双端
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int[]? SearchCone(IScenePoint position, float facing, float radius, float centralAngle)EnsureStaticMeshColliders 双端
csharp
SceneColliderLoadResult EnsureStaticMeshColliders()SetRenderEnvironment 仅客户端
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void SetRenderEnvironment(bool enable)TryUseSightMaskRenderPath 仅客户端
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bool TryUseSightMaskRenderPath()CacheLoad 仅客户端
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bool CacheLoad()CacheUnload 仅客户端
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bool CacheUnload()GetGroundHeight 仅客户端
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float GetGroundHeight(float x, float y, float closestZ = 0f)GetStaticCollisionMask 双端
csharp
StaticCollisionMask GetStaticCollisionMask(float x, float y, bool checkDynamicApplied)Gets the static collision mask at a 2D scene position.
x— Scene X coordinate.y— Scene Y coordinate.checkDynamicApplied— Whether to include runtime dynamic collision changes when supported.
返回: The collision mask at the requested scene position.
备注
Prefer Boolean) or ScenePoint.GetStaticCollisionMask when querying a 3D scene so the point height is preserved.
GetStaticCollisionMask 双端
csharp
StaticCollisionMask GetStaticCollisionMask(float x, float y, float z, bool checkDynamicApplied)Gets the static collision mask at a 3D scene position.
x— Scene X coordinate.y— Scene Y coordinate.z— Scene Z coordinate used by 3D navigation queries.checkDynamicApplied— Whether to include runtime dynamic collision changes when supported.
返回: The collision mask at the requested scene position.
备注
This overload is the preferred API for 3D scenes. The legacy 2D overload assumes z = 0, which can be wrong for terrain, ramps, walkable decorations, or multi-height navigation.
PathWayPoints 仅服务端
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IEnumerable<IScenePoint>? PathWayPoints(IScenePoint start, IScenePoint end)FindPlacementPoint 仅服务端
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ScenePlacementPointResult FindPlacementPoint(IScenePoint center, float collisionRadius, float radius, bool ignoreUnit, out IScenePoint? point)Load 仅服务端
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bool Load()Unload 仅服务端
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bool Unload()EnsureTerrainCollider 仅服务端
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SceneColliderLoadResult EnsureTerrainCollider()事件
OnLoaded 仅服务端
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event Action? OnLoadedIViewStatusBar 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewStatusBar : IViewWidgetContainer属性
LinkHash 仅客户端
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public int LinkHash { get; }事件
OnInitialized 仅客户端
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event Action? OnInitializedOnDestroyed 仅客户端
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event Action? OnDestroyedIViewStatusBarCustom 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewStatusBarCustom : IViewWidgetContainer方法
Destroy 仅客户端
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void Destroy()SetUIPosition 仅客户端
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void SetUIPosition(Vector2 position2D)SetWorldPosition 仅客户端
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void SetWorldPosition(Vector3 position3D)IViewTeam 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewTeam属性
TeamId 双端
csharp
public int TeamId { get; }IViewTextWidget 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewTextWidget : IViewWidget方法
SetText 仅客户端
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bool SetText(UTF8String text)IViewWidget 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewWidget属性
IsValid 仅客户端
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public bool IsValid { get; }方法
SetVisible 仅客户端
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bool SetVisible(bool visible)SetColor 仅客户端
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bool SetColor(Color color)IViewWidgetContainer 双端
命名空间 EngineInterface.GoInterface
csharp
public interface IViewWidgetContainer属性
IsValid 仅客户端
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public bool IsValid { get; }WidgetCount 仅客户端
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public int WidgetCount { get; }方法
GetWidgetHashByIndex 仅客户端
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int GetWidgetHashByIndex(int index)HasWidget 仅客户端
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bool HasWidget(int widgetHash)GetWidget 仅客户端
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IViewWidget GetWidget(int widgetHash)GetTextWidget 仅客户端
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IViewTextWidget GetTextWidget(int widgetHash)GetImageWidget 仅客户端
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IViewImageWidget GetImageWidget(int widgetHash)GetBarWidget 仅客户端
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IViewBarWidget GetBarWidget(int widgetHash)SceneColliderLoadResult 双端
命名空间 EngineInterface.GoInterface
csharp
public enum SceneColliderLoadResult枚举值
Loaded = 0AlreadyLoaded = 1UnsupportedSceneMode = -1SceneNotLoaded = -2SceneNotFound = -3FileNotFound = -4InvalidData = -5NativeError = -6
ScenePlacementPointResult 双端
命名空间 EngineInterface.GoInterface
csharp
public enum ScenePlacementPointResult枚举值
Found = 0SceneNotLoaded = -1SceneNotFound = -2InvalidQuery = -3NoWalkablePoint = -4NativeError = -5