internal void SendUnreliableMessageToSpecificParticipants(NativeRealTimeRoom room, List <MultiplayerParticipant> recipients, byte[] data)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_SendUnreliableMessage(mGameServices.AsHandle(), room.AsPointer(), (from r in recipients
                                                                                                                              select r.AsPointer()).ToArray(), new UIntPtr((ulong)recipients.LongCount()), data, PInvokeUtilities.ArrayToSizeT(data));
 }
예제 #2
0
 internal void SendUnreliableMessageToSpecificParticipants(NativeRealTimeRoom room, List <MultiplayerParticipant> recipients, byte[] data)
 {
     RealTimeMultiplayerManager.RealTimeMultiplayerManager_SendUnreliableMessage(this.mGameServices.AsHandle(), room.AsPointer(), recipients.Select <MultiplayerParticipant, IntPtr>((Func <MultiplayerParticipant, IntPtr>)(r => r.AsPointer())).ToArray <IntPtr>(), new UIntPtr((ulong)recipients.LongCount <MultiplayerParticipant>()), data, PInvokeUtilities.ArrayToSizeT <byte>(data));
 }