public abstract class Sandbox.Bind.Proxy
Gets and Sets a value from somewhere.
Related Guides
Broader workflow and conceptual references connected to this API.
Allows a GameObject's Components to listen to changes in ownership state.
To make a multiplayer game you need to take care of a few things. There's a special component that helps with those things, called NetworkHelper. This is a simple component that fits a lot of situations, but can be used as an example to code your own network component.
Constructors
Showing 1 constructors
protected Proxy()
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Properties
Showing 6 properties
public virtual bool Sandbox.Bind.Proxy.CanRead { get; set; }
True if we can get the value.
public virtual bool Sandbox.Bind.Proxy.CanWrite { get; set; }
True if we can set the value
public virtual bool Sandbox.Bind.Proxy.IsValid { get; set; }
Should return if the proxy is now invalid, like if the source object was destroyed.
public string Sandbox.Bind.Proxy.Name { get; set; }
Debug name for this property
public System.WeakReference`1<object> Sandbox.Bind.Proxy.Target { get; set; }
The object to read data from and write data to.
public virtual object Sandbox.Bind.Proxy.Value { get; set; }
Get or set the value.
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Metadata
| Field | Value |
|---|---|
| Namespace | Sandbox.Bind |
| Type | class |
| Assembly | Sandbox.Bind |
| Doc ID | T:Sandbox.Bind.Proxy |