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72
Assets/Oculus/Platform/Scripts/GroupPresenceOptions.cs
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72
Assets/Oculus/Platform/Scripts/GroupPresenceOptions.cs
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// This file was @generated with LibOVRPlatform/codegen/main. Do not modify it!
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namespace Oculus.Platform
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{
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using System;
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using System.Collections;
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using Oculus.Platform.Models;
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using System.Collections.Generic;
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using UnityEngine;
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public class GroupPresenceOptions {
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public GroupPresenceOptions() {
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Handle = CAPI.ovr_GroupPresenceOptions_Create();
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}
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/// Use GroupPresenceOptions.SetLobbySessionId() or
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/// GroupPresenceOptions.SetMatchSessionId() to specify the session. Use the
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/// deeplink message override for any additional data in whatever format you
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/// wish to aid in bringing users together. If not specified, the
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/// deeplink_message for the user will default to the one on the destination.
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public void SetDeeplinkMessageOverride(string value) {
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CAPI.ovr_GroupPresenceOptions_SetDeeplinkMessageOverride(Handle, value);
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}
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/// This the unique API Name that refers to an in-app destination
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public void SetDestinationApiName(string value) {
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CAPI.ovr_GroupPresenceOptions_SetDestinationApiName(Handle, value);
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}
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/// Set whether or not the person is shown as joinable or not to others. A user
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/// that is joinable can invite others to join them. Set this to false if other
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/// users would not be able to join this user. For example: the current session
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/// is full, or only the host can invite others and the current user is not the
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/// host.
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public void SetIsJoinable(bool value) {
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CAPI.ovr_GroupPresenceOptions_SetIsJoinable(Handle, value);
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}
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/// This is a session that represents a closer group/squad/party of users. It
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/// is expected that all users with the same lobby session id can see or hear
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/// each other. Users with the same lobby session id in their group presence
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/// will show up in the roster and will show up as "Recently Played With" for
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/// future invites if they aren't already Oculus friends. This must be set in
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/// addition to is_joinable being true for a user to use invites.
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public void SetLobbySessionId(string value) {
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CAPI.ovr_GroupPresenceOptions_SetLobbySessionId(Handle, value);
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}
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/// This is a session that represents all the users that are playing a specific
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/// instance of a map, game mode, round, etc. This can include users from
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/// multiple different lobbies that joined together and the users may or may
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/// not remain together after the match is over. Users with the same match
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/// session id in their group presence will not show up in the Roster, but will
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/// show up as "Recently Played with" for future invites.
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public void SetMatchSessionId(string value) {
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CAPI.ovr_GroupPresenceOptions_SetMatchSessionId(Handle, value);
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}
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/// For passing to native C
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public static explicit operator IntPtr(GroupPresenceOptions options) {
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return options != null ? options.Handle : IntPtr.Zero;
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}
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~GroupPresenceOptions() {
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CAPI.ovr_GroupPresenceOptions_Destroy(Handle);
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}
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IntPtr Handle;
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}
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}
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