multiplayerVariablesManager: {
    disableVariableSynchronization: ((runtimeScene, variable) => void);
    getPlayerVariableOwnership: ((runtimeScene, variable) => null | number);
    getVariableTypeAndNameFromNetworkId: ((variableNetworkId) => {
        containerId: string;
        name: string;
        type: string;
    });
    handleChangeVariableOwnerMessagesToSend: (() => void);
    removeVariableOwnership: ((runtimeScene, variable) => void);
    setPlayerVariableOwnership: ((runtimeScene, variable, newVariablePlayerNumber) => void);
    takeVariableOwnership: ((runtimeScene, variable) => void);
} = ...

The MultiplayerVariablesManager used by the game.

Type declaration

  • disableVariableSynchronization: ((runtimeScene, variable) => void)
  • getPlayerVariableOwnership: ((runtimeScene, variable) => null | number)
      • (runtimeScene, variable): null | number
      • Parameters

        Returns null | number

  • getVariableTypeAndNameFromNetworkId: ((variableNetworkId) => {
        containerId: string;
        name: string;
        type: string;
    })
      • (variableNetworkId): {
            containerId: string;
            name: string;
            type: string;
        }
      • Parameters

        • variableNetworkId: string

        Returns {
            containerId: string;
            name: string;
            type: string;
        }

        • containerId: string
        • name: string
        • type: string
  • handleChangeVariableOwnerMessagesToSend: (() => void)
      • (): void
      • Returns void

  • removeVariableOwnership: ((runtimeScene, variable) => void)
  • setPlayerVariableOwnership: ((runtimeScene, variable, newVariablePlayerNumber) => void)
      • (runtimeScene, variable, newVariablePlayerNumber): void
      • Parameters

        Returns void

  • takeVariableOwnership: ((runtimeScene, variable) => void)