Enfusion Script API
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Public Member Functions | |
void | OnConnect () |
Session connect event. | |
void | OnDisconnect () |
Session disconnect event. | |
void | OnSaving (string fileName) |
Save event handling. | |
void | OnLoaded (string fileName) |
Load event handling. | |
void | OnSetup (string fileName) |
Setup event handling. | |
void | OnPlayerSaveEvent (int iPlayerId) |
Event when timed player saving is about to happen. | |
void | OnLoadFailed (string fileName) |
Load Fail event handling. | |
void | OnSaveFailed (string fileName) |
Save Fail event handling. | |
void | OnSaveSuccess (string fileName) |
Save Success event handling. | |
void | OnDeleteFailed (string fileName) |
Delete Fail event handling. | |
void | OnDeleteSuccess (string fileName) |
Delete Success event handling. | |
void | OnInitialize () |
Initialize event - here specify what you want to load before game starts. | |
void | OnNew () |
Initializing new session. | |
void | OnReady () |
Ready event handling - point where session goes to game. | |
Public Member Functions inherited from Managed | |
proto external ref Managed | Clone () |
Return shallow copy of object, or null if it is not allowed (not public constructor) | |
void DSSessionCallback.OnConnect | ( | ) |
Session connect event.
void DSSessionCallback.OnDeleteFailed | ( | string | fileName | ) |
Delete Fail event handling.
void DSSessionCallback.OnDeleteSuccess | ( | string | fileName | ) |
Delete Success event handling.
void DSSessionCallback.OnDisconnect | ( | ) |
Session disconnect event.
void DSSessionCallback.OnInitialize | ( | ) |
Initialize event - here specify what you want to load before game starts.
Implemented in SaveTestCallback.
void DSSessionCallback.OnLoaded | ( | string | fileName | ) |
Load event handling.
Implemented in SaveTestCallback.
void DSSessionCallback.OnLoadFailed | ( | string | fileName | ) |
Load Fail event handling.
void DSSessionCallback.OnNew | ( | ) |
Initializing new session.
void DSSessionCallback.OnPlayerSaveEvent | ( | int | iPlayerId | ) |
Event when timed player saving is about to happen.
iPlayerId | - Id of Player which will be saved |
void DSSessionCallback.OnReady | ( | ) |
Ready event handling - point where session goes to game.
void DSSessionCallback.OnSaveFailed | ( | string | fileName | ) |
Save Fail event handling.
void DSSessionCallback.OnSaveSuccess | ( | string | fileName | ) |
Save Success event handling.
Implemented in SaveTestCallback.
void DSSessionCallback.OnSaving | ( | string | fileName | ) |
Save event handling.
Implemented in SaveTestCallback.
void DSSessionCallback.OnSetup | ( | string | fileName | ) |
Setup event handling.