/// <summary> /// Call a RPC method of this GameObject on remote clients of this room (or on all, including this client). /// </summary> /// <remarks> /// [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN. /// It enables you to make every client in a room call a specific method. /// /// This method allows you to make an RPC calls on a specific player's client. /// Of course, calls are affected by this client's lag and that of remote clients. /// /// Each call automatically is routed to the same PhotonView (and GameObject) that was used on the /// originating client. /// /// See: [Remote Procedure Calls](@ref rpcManual). /// </remarks> /// <param name="methodName">The name of a fitting method that was has the RPC attribute.</param> /// <param name="targetPlayer">The group of targets and the way the RPC gets sent.</param> /// <param name="parameters">The parameters that the RPC method has (must fit this call!).</param> public void RPC(string methodName, Player targetPlayer, params object[] parameters) { PhotonNetwork.RPC(this, methodName, targetPlayer, false, parameters); }
/// <summary> /// Call a RPC method of this GameObject on remote clients of this room (or on all, inclunding this client). /// </summary> /// <remarks> /// [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN. /// It enables you to make every client in a room call a specific method. /// /// This method allows you to make an RPC calls on a specific player's client. /// Of course, calls are affected by this client's lag and that of remote clients. /// /// Each call automatically is routed to the same PhotonView (and GameObject) that was used on the /// originating client. /// /// See: [Remote Procedure Calls](@ref rpcManual). /// </remarks> ///<param name="methodName">The name of a fitting method that was has the RPC attribute.</param> ///<param name="targetPlayer">The group of targets and the way the RPC gets sent.</param> ///<param name="encrypt"> </param> ///<param name="parameters">The parameters that the RPC method has (must fit this call!).</param> public void RpcSecure(string methodName, Player targetPlayer, bool encrypt, params object[] parameters) { PhotonNetwork.RPC(this, methodName, targetPlayer, encrypt, parameters); }
/// <summary> /// Call a RPC method of this GameObject on remote clients of this room (or on all, including this client). /// </summary> /// <remarks> /// [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN. /// It enables you to make every client in a room call a specific method. /// /// RPC calls can target "All" or the "Others". /// Usually, the target "All" gets executed locally immediately after sending the RPC. /// The "*ViaServer" options send the RPC to the server and execute it on this client when it's sent back. /// Of course, calls are affected by this client's lag and that of remote clients. /// /// Each call automatically is routed to the same PhotonView (and GameObject) that was used on the /// originating client. /// /// See: [Remote Procedure Calls](@ref rpcManual). /// </remarks> /// <param name="methodName">The name of a fitting method that was has the RPC attribute.</param> /// <param name="target">The group of targets and the way the RPC gets sent.</param> /// <param name="parameters">The parameters that the RPC method has (must fit this call!).</param> public void RPC(string methodName, RpcTarget target, params object[] parameters) { PhotonNetwork.RPC(this, methodName, target, false, parameters); }