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EngineInterface.GoInterface ​

IApproachableTarget 双端 ​

命名空间 EngineInterface.GoInterface

csharp
public interface IApproachableTarget

ICoreActor 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 CoreActorTypeHash

IDetector 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>? OnEnter

OnExit 双端 ​

csharp
event Action<int>? OnExit

IScenePoint 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 ​

csharp
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 ​

csharp
public float SearchRadius { get; set; }

Scale 仅服务端 ​

csharp
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)
csharp
bool ChangeLink(int linkHash)

StartJoystickMove 仅服务端 ​

csharp
void StartJoystickMove(float x, float y)

StartJoystickMove 仅服务端 ​

csharp
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 ​

csharp
public bool IsLooping { get; set; }

IsSuppressed 双端 ​

csharp
public bool IsSuppressed { get; }

PauseOnSuppressed 双端 ​

csharp
public bool PauseOnSuppressed { get; set; }

PlayingOffset 双端 ​

csharp
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>? StateChanged

TimedEventTriggered 双端 ​

csharp
event Action<UTF8String, bool>? TimedEventTriggered

IViewAnimationSequence 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?>? EventTriggered

Removed 双端 ​

csharp
event Action? Removed

IndexChanged 双端 ​

csharp
event Action<int>? IndexChanged

IViewAsyncActor 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 ​

csharp
public Vector3 Rotation { get; set; }

Scale 仅客户端 ​

csharp
public Vector3 Scale { get; set; }

Facing 仅客户端 ​

csharp
public float Facing { get; }

ShouldRemoveWithParent 仅客户端 ​

csharp
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 — true to 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>? OnTick

OnEngineStart 双端 ​

csharp
event Action? OnEngineStart

OnEngineEnd 双端 ​

csharp
event Action? OnEngineEnd

OnHostCooldown 双端 ​

csharp
event Action<int, long>? OnHostCooldown

OnHostDisconnected 仅客户端 ​

csharp
event Action? OnHostDisconnected

Called 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? OnApplicationWillEnterBackground

Called 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? OnApplicationDidEnterBackground

Called 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? OnApplicationWillEnterForeground

Called 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? OnApplicationDidEnterForeground

Called 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? OnApplicationLowMemory

Called 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>? OnHostCooldownUpdate

OnHostCooldownStoppedEarly 仅客户端 ​

csharp
event Action<int, long>? OnHostCooldownStoppedEarly

OnCoreActorChanged 仅客户端 ​

csharp
event Action<int>? OnCoreActorChanged

OnCoreActorAppear 仅客户端 ​

csharp
event Action<int, bool, int>? OnCoreActorAppear

OnCoreActorDisappear 仅客户端 ​

csharp
event Action<int, ActorDisappearType>? OnCoreActorDisappear

OnGameInfoUpdate 仅客户端 ​

csharp
event Action<UTF8String>? OnGameInfoUpdate

OnPropertyChangedDouble 仅客户端 ​

csharp
event Action<int, long, double> OnPropertyChangedDouble

OnPropertyChangedBytes 仅客户端 ​

csharp
event Action<int, long, ReadOnlySpan<byte>> OnPropertyChangedBytes

OnHostMessage 仅客户端 ​

csharp
event Action<int, ReadOnlySpan<byte>>? OnHostMessage

OnSceneHashLoadStart 仅客户端 ​

csharp
event Action<int>? OnSceneHashLoadStart

OnSceneHashLoadEnd 仅客户端 ​

csharp
event Action<int>? OnSceneHashLoadEnd

OnSceneHashLoadEndWithResult 仅客户端 ​

csharp
event Action<int, bool>? OnSceneHashLoadEndWithResult

ActorTimedAssetEventTriggered 仅客户端 ​

csharp
event Action<int, UTF8String, bool>? ActorTimedAssetEventTriggered

ActorTimedAnimationEventTriggered 仅客户端 ​

csharp
event Action<int, UTF8String, IViewAnimation, bool>? ActorTimedAnimationEventTriggered

OnCoreActorRemove 仅服务端 ​

csharp
event Action<int>? OnCoreActorRemove

int => CoreActorId

OnCanLoadDefaultScene 仅服务端 ​

csharp
event Action? OnCanLoadDefaultScene

Occurs 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>? OnActorMoveStart

int => CoreActorId bool => isMoverMove

OnActorMoveEnd 仅服务端 ​

csharp
event Action<int, bool>? OnActorMoveEnd

OnUserCloudDataProviderReady 仅服务端 ​

csharp
event Action? OnUserCloudDataProviderReady

Occurs 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? OnMoveComplete

OnMoveStop 双端 ​

csharp
event Action? OnMoveStop

OnMoveImpact 双端 ​

csharp
event Action<int>? OnMoveImpact

OnMoveCollide 双端 ​

csharp
event Action? OnMoveCollide

IViewPlayer 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 ​

csharp
public int? MainActorId { get; }

Controller 双端 ​

csharp
public ControllerType Controller { get; }

UserId 双端 ​

csharp
public long UserId { get; }

Team 仅服务端 ​

csharp
public IViewTeam Team { get; set; }

MainActor 仅服务端 ​

csharp
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 ​

csharp
int GetSceneHash()

CreateViewActor 仅服务端 ​

csharp
IViewActor? CreateViewActor(IScenePoint IScenePoint, int linkHash, float facing)

CreateCoreActor 仅服务端 ​

csharp
ICoreActor CreateCoreActor(SyncType syncType)

SetShareSightTo 仅服务端 ​

csharp
void SetShareSightTo(int otherPlayerId, bool on)

CanSee 仅服务端 ​

csharp
bool CanSee(float x, float y, float z, int sceneHash)

SendClientMessage 仅服务端 ​

csharp
bool SendClientMessage(int typeHash, ReadOnlySpan<byte> msg, bool guaranteed = false)

SwitchScene 仅服务端 ​

csharp
bool SwitchScene(IViewScene scene, bool withMainUnit)

Kick 仅服务端 ​

csharp
void Kick(string reason, string? clientMessage = null)

Disconnect 仅服务端 ​

csharp
void Disconnect()

事件 ​

OnTeamChanged 仅客户端 ​

csharp
event Action<int>? OnTeamChanged

OnNeutralChanged 仅客户端 ​

csharp
event Action<bool>? OnNeutralChanged

OnMainActorChanged 仅客户端 ​

csharp
event Action<int?>? OnMainActorChanged

OnClientMessage 仅服务端 ​

csharp
event Action<int, ReadOnlySpan<byte>>? OnClientMessage

OnConnected 仅服务端 ​

csharp
event Action<bool>? OnConnected

Called when the player is connected bool => is Reconnect

OnDisconnected 仅服务端 ​

csharp
event Action<int>? OnDisconnected

Called when the player is disconnected int=> disconnect reason

OnAbandonReconnect 仅服务端 ​

csharp
event Action? OnAbandonReconnect

OnAfk 仅服务端 ​

csharp
event Action? OnAfk

OnAfkEnd 仅服务端 ​

csharp
event Action? OnAfkEnd

OnConnectionUnresponsive 仅服务端 ​

csharp
event Action? OnConnectionUnresponsive

Called when the player's connection becomes temporarily unresponsive.

OnConnectionRestored 仅服务端 ​

csharp
event Action? OnConnectionRestored

Called when a temporarily unresponsive connection becomes responsive again.

OnActivelyQuit 仅服务端 ​

csharp
event Action? OnActivelyQuit

OnUnitVisibilityChange 仅服务端 ​

csharp
event Action<int, bool>? OnUnitVisibilityChange

IViewScene 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 ​

csharp
public Vector2 Size { get; }

ActorRootNodeHandle 双端 ​

csharp
public ulong ActorRootNodeHandle { get; }

Cached 仅客户端 ​

csharp
public bool Cached { get; }

Loaded 仅服务端 ​

csharp
public bool Loaded { get; }

方法 ​

SearchCircle 双端 ​

csharp
int[]? SearchCircle(IScenePoint center, float radius)

SearchRectangle 双端 ​

csharp
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 ​

csharp
int[]? SearchCone(IScenePoint position, float facing, float radius, float centralAngle)

EnsureStaticMeshColliders 双端 ​

csharp
SceneColliderLoadResult EnsureStaticMeshColliders()

SetRenderEnvironment 仅客户端 ​

csharp
void SetRenderEnvironment(bool enable)

TryUseSightMaskRenderPath 仅客户端 ​

csharp
bool TryUseSightMaskRenderPath()

CacheLoad 仅客户端 ​

csharp
bool CacheLoad()

CacheUnload 仅客户端 ​

csharp
bool CacheUnload()

GetGroundHeight 仅客户端 ​

csharp
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 ​

csharp
IEnumerable<IScenePoint>? PathWayPoints(IScenePoint start, IScenePoint end)

FindPlacementPoint 仅服务端 ​

csharp
ScenePlacementPointResult FindPlacementPoint(IScenePoint center, float collisionRadius, float radius, bool ignoreUnit, out IScenePoint? point)

Load 仅服务端 ​

csharp
bool Load()

Unload 仅服务端 ​

csharp
bool Unload()

EnsureTerrainCollider 仅服务端 ​

csharp
SceneColliderLoadResult EnsureTerrainCollider()

事件 ​

OnLoaded 仅服务端 ​

csharp
event Action? OnLoaded

IViewStatusBar 双端 ​

命名空间 EngineInterface.GoInterface

csharp
public interface IViewStatusBar : IViewWidgetContainer

属性 ​

LinkHash 仅客户端 ​

csharp
public int LinkHash { get; }

事件 ​

OnInitialized 仅客户端 ​

csharp
event Action? OnInitialized

OnDestroyed 仅客户端 ​

csharp
event Action? OnDestroyed

IViewStatusBarCustom 双端 ​

命名空间 EngineInterface.GoInterface

csharp
public interface IViewStatusBarCustom : IViewWidgetContainer

方法 ​

Destroy 仅客户端 ​

csharp
void Destroy()

SetUIPosition 仅客户端 ​

csharp
void SetUIPosition(Vector2 position2D)

SetWorldPosition 仅客户端 ​

csharp
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 ​

csharp
bool SetText(UTF8String text)

IViewWidget 双端 ​

命名空间 EngineInterface.GoInterface

csharp
public interface IViewWidget

属性 ​

IsValid 仅客户端 ​

csharp
public bool IsValid { get; }

方法 ​

SetVisible 仅客户端 ​

csharp
bool SetVisible(bool visible)

SetColor 仅客户端 ​

csharp
bool SetColor(Color color)

IViewWidgetContainer 双端 ​

命名空间 EngineInterface.GoInterface

csharp
public interface IViewWidgetContainer

属性 ​

IsValid 仅客户端 ​

csharp
public bool IsValid { get; }

WidgetCount 仅客户端 ​

csharp
public int WidgetCount { get; }

方法 ​

GetWidgetHashByIndex 仅客户端 ​

csharp
int GetWidgetHashByIndex(int index)

HasWidget 仅客户端 ​

csharp
bool HasWidget(int widgetHash)

GetWidget 仅客户端 ​

csharp
IViewWidget GetWidget(int widgetHash)

GetTextWidget 仅客户端 ​

csharp
IViewTextWidget GetTextWidget(int widgetHash)

GetImageWidget 仅客户端 ​

csharp
IViewImageWidget GetImageWidget(int widgetHash)

GetBarWidget 仅客户端 ​

csharp
IViewBarWidget GetBarWidget(int widgetHash)

SceneColliderLoadResult 双端 ​

命名空间 EngineInterface.GoInterface

csharp
public enum SceneColliderLoadResult

枚举值 ​

  • Loaded = 0
  • AlreadyLoaded = 1
  • UnsupportedSceneMode = -1
  • SceneNotLoaded = -2
  • SceneNotFound = -3
  • FileNotFound = -4
  • InvalidData = -5
  • NativeError = -6

ScenePlacementPointResult 双端 ​

命名空间 EngineInterface.GoInterface

csharp
public enum ScenePlacementPointResult

枚举值 ​

  • Found = 0
  • SceneNotLoaded = -1
  • SceneNotFound = -2
  • InvalidQuery = -3
  • NoWalkablePoint = -4
  • NativeError = -5