Граф наследования:ScriptRPC:Закрытые члены | |
| void | ScriptRPC () |
| void | ~ScriptRPC () |
| proto native void | Reset () |
| Reset internal buffer which stores written data. After Reset is callded, ScriptRPC can be used again as "new" ScriptRPC. | |
| proto native void | Send (Object target, int rpc_type, bool guaranteed, PlayerIdentity recipient=NULL) |
| Initiate remote procedure call. When called on client, RPC is evaluated on server; When called on server, RPC is executed on all clients. Do not reset ScriptRPC internal state, so if is Send called multiple times in a row, it sends same (previously written) data again and again, until is Reset() called. | |
Закрытые члены унаследованные от Serializer | |
| void | Serializer () |
| void | ~Serializer () |
См. определение в файле gameplay.c строка 104