Skip to main content
Version: 0.2.1

Interface IWukongSynchronizationApi

Namespace: WukongMp.Sdk.Api
Assembly: WukongMp.Sdk.dll

Provides methods related to synchronizing game state between players in a multiplayer session.

public interface IWukongSynchronizationApi

Properties​

AllMainCharacters​

Gets a list of all main characters.

EntityList<ReadyMainCharacter> AllMainCharacters { get; }

Property Value​

EntityList<ReadyMainCharacter>

AllPlayers​

Gets a list of all players on the server.

IReadOnlyList<PlayerId> AllPlayers { get; }

Property Value​

IReadOnlyList<PlayerId>

AllTamers​

Gets a list of all tamers (monsters).

EntityList<ReadyTamer> AllTamers { get; }

Property Value​

EntityList<ReadyTamer>

AreaMainCharacters​

Gets a list of main characters in the current area.

EntityList<ReadyMainCharacter> AreaMainCharacters { get; }

Property Value​

EntityList<ReadyMainCharacter>

AreaPlayers​

Gets a list of players in the current area.

IReadOnlyList<PlayerId> AreaPlayers { get; }

Property Value​

IReadOnlyList<PlayerId>

AreaTamers​

Gets a list of tamers (monsters) in the current area.

EntityList<ReadyTamer> AreaTamers { get; }

Property Value​

EntityList<ReadyTamer>

CurrentAreaId​

Gets the current area ID.

AreaId? CurrentAreaId { get; }

Property Value​

AreaId?

InArea​

Gets a value indicating whether the player is in an area.

bool InArea { get; }

Property Value​

bool

IsConnected​

Gets a value indicating whether the player is connected to the server.

bool IsConnected { get; }

Property Value​

bool

IsMasterClient​

Gets a value indicating whether the player is the master client in an area.

bool IsMasterClient { get; }

Property Value​

bool

LocalMainCharacter​

Gets the local main character.

ReadyMainCharacter? LocalMainCharacter { get; }

Property Value​

ReadyMainCharacter?

LocalPlayerId​

Gets the local player's ID.

PlayerId? LocalPlayerId { get; }

Property Value​

PlayerId?

Methods​

DisableSpectatorMode(ReadyMainCharacter)​

Disables spectator mode for the specified character.

void DisableSpectatorMode(ReadyMainCharacter character)

Parameters​

character ReadyMainCharacter

The character to disable spectator mode for.

EnableSpectatorMode(ReadyMainCharacter, SpectatorReason)​

Enables spectator mode for the specified character.

void EnableSpectatorMode(ReadyMainCharacter character, SpectatorReason reason)

Parameters​

character ReadyMainCharacter

The character to enable spectator mode for.

reason SpectatorReason

The reason for enabling spectator mode.

GetDisconnectReasonAndInvoke(Action<DisconnectReason>)​

Retrieves the disconnect reason and invokes the provided callback with it.

void GetDisconnectReasonAndInvoke(Action<DisconnectReason> callback)

Parameters​

callback Action<DisconnectReason>

The callback to invoke with the disconnect reason.

GetMainCharacterByPlayerId(PlayerId)​

Gets the main character associated with the specified player ID.

ReadyMainCharacter? GetMainCharacterByPlayerId(PlayerId playerId)

Parameters​

playerId PlayerId

The player ID.

Returns​

ReadyMainCharacter?

The main character, or null if not found.

GetPlayerEntityByActor(AActor?)​

Gets the player entity associated with the specified actor.

ReadyMainCharacter? GetPlayerEntityByActor(AActor? actor)

Parameters​

actor AActor?

The actor to find the player entity for.

Returns​

ReadyMainCharacter?

The player entity, or null if not found.

GetPlayerEntityByLastTransformation(BGUCharacterCS?)​

Gets the player entity associated with the last transformation of the specified character.

ReadyMainCharacter? GetPlayerEntityByLastTransformation(BGUCharacterCS? targetCharacter)

Parameters​

targetCharacter BGUCharacterCS?

The character to find the player entity for.

Returns​

ReadyMainCharacter?

The player entity, or null if not found.

SpawnEnemy(TamerKind, Vector3, int, int)​

Spawns an enemy of the specified kind at the given position.

void SpawnEnemy(TamerKind kind, Vector3 position, int count = 1, int teamId = 2)

Parameters​

kind TamerKind

The kind of enemy to spawn.

position Vector3

The position to spawn the enemy at.

count int

The number of enemies to spawn. Defaults to 1.

teamId int

The team ID for the spawned enemies. Defaults to the default monster team ID (2).

SyncMonstersInArea()​

Register all monsters in the current area to be synchronized over the network. This should be called whenever the first player enters a new area.

void SyncMonstersInArea()

TryGetPlayerInfoById(PlayerId, out string?, out int?)​

Tries to get player information by ID.

bool TryGetPlayerInfoById(PlayerId player, out string? nickname, out int? team)

Parameters​

player PlayerId

The player ID.

nickname string?

The player's nickname, if found.

team int?

The player's team ID, if found.

Returns​

bool

true if the player information was found; otherwise, false.

  • Properties
    • AllMainCharacters
    • AllPlayers
    • AllTamers
    • AreaMainCharacters
    • AreaPlayers
    • AreaTamers
    • CurrentAreaId
    • InArea
    • IsConnected
    • IsMasterClient
    • LocalMainCharacter
    • LocalPlayerId
  • Methods
    • DisableSpectatorMode(ReadyMainCharacter)
    • EnableSpectatorMode(ReadyMainCharacter, SpectatorReason)
    • GetDisconnectReasonAndInvoke(Action<DisconnectReason>)
    • GetMainCharacterByPlayerId(PlayerId)
    • GetPlayerEntityByActor(AActor?)
    • GetPlayerEntityByLastTransformation(BGUCharacterCS?)
    • SpawnEnemy(TamerKind, Vector3, int, int)
    • SyncMonstersInArea()
    • TryGetPlayerInfoById(PlayerId, out string?, out int?)