class APhotonLBClient
#include <PhotonLBClient.h>
class APhotonLBClient:
public AActor,
public BaseView
{
public:
// fields
FString serverAddress;
FString AppID;
FString appVersion;
// methods
virtual void initPlayers();
void removePlayer(int32 playerNr);
void setupScene(int32 gridSize);
virtual void updateState(
int state,
const ExitGames::Common::JString& stateStr,
const ExitGames::Common::JString& joinedRoomName
);
void updateState(
int32 state,
const FString& stateStr,
const FString& joinedRoomName
);
virtual void addPlayer(
int playerNr,
const ExitGames::Common::JString& playerName,
bool local
);
void addPlayer(int32 playerNr, const FString& playerName, bool local);
virtual void updateRoomList(const ExitGames::Common::JVector<ExitGames::Common::JString>& roomNames);
void updateRoomList(const TArray<FString>& roomNames);
LoadBalancingListener* GetLoadBalancingListener();
void Connect();
void CreateRoom();
void Leave();
void JoinRoom(FString gameId);
TArray<FRoomInfo> GetRoomList();
void SetLocalPlayerPos(int32 x, int32 y);
void SetAutomove(bool automove);
void SetUseGroups(bool useGroups);
bool IsInLobby();
bool IsInRoom();
};
Inherited Members
public:
// methods
virtual void updateState(
int state,
const ExitGames::Common::JString& stateStr,
const ExitGames::Common::JString& joinedRoomName
) = 0;
virtual void initPlayers(void);
virtual void addPlayer(
int playerNr,
const ExitGames::Common::JString& playerName,
bool local
) = 0;
virtual void removePlayer(int playerNr) = 0;
virtual void updateRoomList(const ExitGames::Common::JVector<ExitGames::Common::JString>& roomNames) = 0;