Extensions for sending and receiving data in coop
public static class NKMultiGameInterfaceExt
Inheritance System.Object NKMultiGameInterfaceExt
Returns true if the player is a host in a co-op game.
Works for both lobby and in-game.
public static bool IsCoOpHost(this NKMultiGameInterface nkGi);
nkGi Il2CppNinjaKiwi.NKMulti.NKMultiGameInterface
Convert messageBytes to an object of type T
public static T ReadMessage<T>(this NKMultiGameInterface nkGI, Il2CppStructArray<byte> messageBytes);
T
Type to convert bytes to
nkGI Il2CppNinjaKiwi.NKMulti.NKMultiGameInterface
messageBytes Il2CppInterop.Runtime.InteropTypes.Arrays.Il2CppStructArray
messageBytes
Convert a Message's bytes to an object of type T
public static T ReadMessage<T>(this NKMultiGameInterface nkGI, Message message);
T
Type to convert bytes to
nkGI Il2CppNinjaKiwi.NKMulti.NKMultiGameInterface
message Il2CppNinjaKiwi.NKMulti.Message
Message you want to read
Send a Message to all players in the lobby
public static void SendMessage(this NKMultiGameInterface nkGI, Message message);
nkGI Il2CppNinjaKiwi.NKMulti.NKMultiGameInterface
message Il2CppNinjaKiwi.NKMulti.Message
Message to send
Send a string to players or a player in the lobby
public static void SendMessage(this NKMultiGameInterface nkGI, String objectToSend, System.Nullable<byte> peerId=null, string code="");
nkGI Il2CppNinjaKiwi.NKMulti.NKMultiGameInterface
objectToSend Il2CppSystem.String
string message to send. Can be JSON
peerId System.Nullable<System.Byte>
The id of the peer you want the message to go to. Leave null if you want to send to all players
code System.String
Coop code used to distinguish this message from others. Like a lock and key for reading messages
Convert an object to json and send it players or a player in the lobby
public static void SendMessage<T>(this NKMultiGameInterface nkGI, T objectToSend, System.Nullable<byte> peerId=null, string code="")
where T : Object;
T
nkGI Il2CppNinjaKiwi.NKMulti.NKMultiGameInterface
objectToSend T
Object you want to send. The properties of the object will be serialised as JSON.
peerId System.Nullable<System.Byte>
The id of the peer you want the message to go to. Leave null if you want to send to all players
code System.String
Coop code used to distinguish this message from others. Like a lock and key for reading messages
Convert an object to json and send it players or a player in the lobby
public static void SendMessageEx<T>(this NKMultiGameInterface nkGI, T objectToSend, System.Nullable<byte> peerId=null, string code="");
T
nkGI Il2CppNinjaKiwi.NKMulti.NKMultiGameInterface
objectToSend T
Object you want to send. The properties of the object will be serialised as JSON.
peerId System.Nullable<System.Byte>
The id of the peer you want the message to go to. Leave null if you want to send to all players
code System.String
Coop code used to distinguish this message from others. Like a lock and key for reading messages