Synchronises reconnect state in order to create a client side informational dialog Attached to SCR_PlayerController prefab.  
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Synchronises reconnect state in order to create a client side informational dialog Attached to SCR_PlayerController prefab. 
 
◆ CreateReconnectDialog()
      
        
          | void SCR_ReconnectSynchronizationComponent.CreateReconnectDialog  | 
          ( | 
          SCR_EReconnectState |           reconState | ) | 
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Call RPC with reconnect state to controller owner. 
- Parameters
 - 
  
  
 
 
 
◆ GetOnPlayerReconnect()
      
        
          | ScriptInvokerInt SCR_ReconnectSynchronizationComponent.GetOnPlayerReconnect  | 
          ( | 
           | ) | 
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◆ RPC_DoSendReconnectState()
  
  
      
        
          | void SCR_ReconnectSynchronizationComponent.RPC_DoSendReconnectState  | 
          ( | 
          int |           state | ) | 
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protected   | 
  
 
Do RPC from server with reconnect state. 
- Parameters
 - 
  
    | [in] | state | is subject SCR_EReconnectState  | 
  
   
 
 
◆ DIALOG_RECON_DISCARD
  
  
      
        
          | const string SCR_ReconnectSynchronizationComponent.DIALOG_RECON_DISCARD = "reconnect_discarded" | 
         
       
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staticprotected   | 
  
 
 
◆ DIALOG_RECON_RESTORE
  
  
      
        
          | const string SCR_ReconnectSynchronizationComponent.DIALOG_RECON_RESTORE = "reconnect_restored" | 
         
       
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staticprotected   | 
  
 
 
◆ m_OnPlayerReconnect
  
  
      
        
          | ref ScriptInvokerInt SCR_ReconnectSynchronizationComponent.m_OnPlayerReconnect = new ScriptInvokerInt() | 
         
       
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protected   | 
  
 
 
The documentation for this interface was generated from the following file:
- Game/Components/SCR_ReconnectSynchronizationComponent.c