using UnityEngine.EventSystems; namespace Unity.RenderStreaming { public interface ICreatedConnectionHandler : IEventSystemHandler { void OnCreatedConnection(SignalingEventData eventData); } public interface IDeletedConnectionHandler : IEventSystemHandler { void OnDeletedConnection(SignalingEventData eventData); } public interface IConnectHandler : IEventSystemHandler { void OnConnect(SignalingEventData eventData); } public interface IDisconnectHandler : IEventSystemHandler { void OnDisconnect(SignalingEventData eventData); } public interface IOfferHandler : IEventSystemHandler { void OnOffer(SignalingEventData eventData); } public interface IAnswerHandler : IEventSystemHandler { void OnAnswer(SignalingEventData eventData); } public interface IAddChannelHandler : IEventSystemHandler { void OnAddChannel(SignalingEventData eventData); } public interface IAddReceiverHandler : IEventSystemHandler { void OnAddReceiver(SignalingEventData eventData); } /// /// 参与者加入事件处理器(仅Host收到) /// public interface IParticipantJoinedHandler : IEventSystemHandler { void OnParticipantJoined(SignalingEventData eventData); } /// /// 参与者离开事件处理器 /// public interface IParticipantLeftHandler : IEventSystemHandler { void OnParticipantLeft(SignalingEventData eventData); } /// /// 呼叫请求事件处理器 /// public interface ICallRequestHandler : IEventSystemHandler { void OnCallRequest(SignalingEventData eventData); } /// /// 自定义消息事件处理器 /// public interface IMessageHandler : IEventSystemHandler { void OnMessage(SignalingEventData eventData); } }