A game about forced loneliness, made by TACStudios
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1using System; 2 3namespace Unity.Multiplayer.Center.Common 4{ 5 /// <summary> 6 /// Stores the selection of the main solutions from the recommendation tab. 7 /// </summary> 8 [Serializable] 9 public class SelectedSolutionsData 10 { 11 /// <summary> 12 /// The possible hosting models that the user can select. 13 /// </summary> 14 public enum HostingModel 15 { 16 /// <summary> 17 /// Empty (no selection) 18 /// </summary> 19 None, 20 21 /// <summary> 22 /// Client hosted model 23 /// </summary> 24 ClientHosted, 25 26 /// <summary> 27 /// Dedicated server model 28 /// </summary> 29 DedicatedServer, 30 31 /// <summary> 32 /// Most of the logic will be in the cloud. 33 /// </summary> 34 CloudCode, 35 36 /// <summary> 37 /// Distributed Authority (the authority over the game logic is spread across multiple clients). 38 /// </summary> 39 DistributedAuthority, 40 } 41 42 /// <summary> 43 /// The possible netcode solutions that the user can select. 44 /// </summary> 45 public enum NetcodeSolution 46 { 47 /// <summary> 48 /// Empty (no selection) 49 /// </summary> 50 None, 51 52 /// <summary> 53 /// Netcode for GameObjects 54 /// </summary> 55 NGO, 56 57 /// <summary> 58 /// Netcode for Entities 59 /// </summary> 60 N4E, 61 62 /// <summary> 63 /// Custom netcode solution, potentially based on Unity Transport 64 /// </summary> 65 CustomNetcode, 66 67 /// <summary> 68 /// No netcode (no real time synchronization needed) 69 /// </summary> 70 NoNetcode 71 } 72 73 /// <summary> 74 /// The hosting model selected by the user. 75 /// </summary> 76 public HostingModel SelectedHostingModel; 77 78 /// <summary> 79 /// The netcode solution selected by the user. 80 /// </summary> 81 public NetcodeSolution SelectedNetcodeSolution; 82 } 83}