public static uLink.NetworkStateSynchronization ReplaceStateSync(UnityEngine.NetworkStateSynchronization statesync)
        {
            switch (statesync)
            {
            case UnityEngine.NetworkStateSynchronization.Unreliable: return(uLink.NetworkStateSynchronization.Unreliable);

            case UnityEngine.NetworkStateSynchronization.ReliableDeltaCompressed: return(uLink.NetworkStateSynchronization.ReliableDeltaCompressed);

            default: return(uLink.NetworkStateSynchronization.Off);
            }
        }
Beispiel #2
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        internal static PNetC.NetworkStateSynchronization ToPNetC(this UnityEngine.NetworkStateSynchronization state)
        {
            switch (state)
            {
            case NetworkStateSynchronization.Off: return(PNetC.NetworkStateSynchronization.Off);

            case NetworkStateSynchronization.ReliableDeltaCompressed: return(PNetC.NetworkStateSynchronization.ReliableDeltaCompressed);

            case NetworkStateSynchronization.Unreliable: return(PNetC.NetworkStateSynchronization.Unreliable);

            default: return(PNetC.NetworkStateSynchronization.Off);
            }
        }
 static void NetworkView_stateSynchronization(JSVCall vc)
 {
     if (vc.bGet)
     {
         UnityEngine.NetworkView _this = (UnityEngine.NetworkView)vc.csObj;
         var result = _this.stateSynchronization;
         JSApi.setEnum((int)JSApi.SetType.Rval, (int)result);
     }
     else
     {
         UnityEngine.NetworkStateSynchronization arg0 = (UnityEngine.NetworkStateSynchronization)JSApi.getEnum((int)JSApi.GetType.Arg);
         UnityEngine.NetworkView _this = (UnityEngine.NetworkView)vc.csObj;
         _this.stateSynchronization = arg0;
     }
 }