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