void Forge.Networking.Lobby.LobbyHost.ChangeMap |
( |
string |
serializedMap | ) |
|
Host a new lobby.
- Parameters
-
player | The player that is creating the server. |
settings | The settings to use for the lobby. |
- Returns
- A lobby host if successful.
override void Forge.Networking.Lobby.LobbyHost.Dispose |
( |
| ) |
|
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virtual |
void Forge.Networking.Lobby.LobbyHost.Kick |
( |
Player |
member | ) |
|
Kick the given lobby member from the lobby.
- Parameters
-
member | The member to kick. |
bool Forge.Networking.Lobby.LobbyHost.TryLaunch |
( |
| ) |
|
Try to launch the lobby. All players have to be ready in order to launch.
You can also use HasLaunched to determine if the lobby has started. However, HasLaunched will not actually start the game and will only return the lobby launch status.
- Returns
- True if the launch attempt was successful, false otherwise.
IEnumerable<Player> Forge.Networking.Lobby.LobbyHost.PlayersNotReady |
|
get |
Return players that are not ready.
The documentation for this class was generated from the following file:
- Forge.Networking/Lobby/LobbyHost.cs