vampire-like/Assets/GameFramework/Scripts/Runtime/Network/NetworkConnectedEventArgs.cs

85 lines
2.4 KiB
C#

//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Event;
using GameFramework.Network;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 网络连接成功事件。
/// </summary>
public sealed class NetworkConnectedEventArgs : GameEventArgs
{
/// <summary>
/// 网络连接成功事件编号。
/// </summary>
public static readonly int EventId = typeof(NetworkConnectedEventArgs).GetHashCode();
/// <summary>
/// 初始化网络连接成功事件的新实例。
/// </summary>
public NetworkConnectedEventArgs()
{
NetworkChannel = null;
UserData = null;
}
/// <summary>
/// 获取网络连接成功事件编号。
/// </summary>
public override int Id
{
get
{
return EventId;
}
}
/// <summary>
/// 获取网络频道。
/// </summary>
public INetworkChannel NetworkChannel
{
get;
private set;
}
/// <summary>
/// 获取用户自定义数据。
/// </summary>
public object UserData
{
get;
private set;
}
/// <summary>
/// 创建网络连接成功事件。
/// </summary>
/// <param name="e">内部事件。</param>
/// <returns>创建的网络连接成功事件。</returns>
public static NetworkConnectedEventArgs Create(GameFramework.Network.NetworkConnectedEventArgs e)
{
NetworkConnectedEventArgs networkConnectedEventArgs = ReferencePool.Acquire<NetworkConnectedEventArgs>();
networkConnectedEventArgs.NetworkChannel = e.NetworkChannel;
networkConnectedEventArgs.UserData = e.UserData;
return networkConnectedEventArgs;
}
/// <summary>
/// 清理网络连接成功事件。
/// </summary>
public override void Clear()
{
NetworkChannel = null;
UserData = null;
}
}
}