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);
}
}