VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.platform/Scripts/MultiplayerErrorOptions.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

68 lines
2.5 KiB
C#

// This file was @generated with LibOVRPlatform/codegen/main. Do not modify it!
namespace Oculus.Platform
{
using System;
using System.Collections;
using Oculus.Platform.Models;
using System.Collections.Generic;
using UnityEngine;
/// The multiplayer error option is a feature that allows developers to display
/// general error messages to Models.User in invokable error dialogs. This
/// option is particularly useful in multiplayer games or applications where
/// errors can occur due to various reasons such as network connectivity
/// issues, server downtime, or other technical problems. Read more about error
/// dialogues in our
/// [docs](https://developer.oculus.com/documentation/unity/ps-error-dialogs/).
public class MultiplayerErrorOptions {
/// Creates a new instance of ::MultiplayerErrorOptions which is used to customize the option flow. It returns a handle to the newly created options object, which can be used to set various properties for the options.
public MultiplayerErrorOptions() {
Handle = CAPI.ovr_MultiplayerErrorOptions_Create();
}
/// Key associated with the predefined error message to be shown to users.
///
/// Key List:
///
/// - MultiplayerErrorErrorKey.DestinationUnavailable
///
/// - MultiplayerErrorErrorKey.DlcRequired
///
/// - MultiplayerErrorErrorKey.General
///
/// - MultiplayerErrorErrorKey.GroupFull
///
/// - MultiplayerErrorErrorKey.InviterNotJoinable
///
/// - MultiplayerErrorErrorKey.LevelNotHighEnough
///
/// - MultiplayerErrorErrorKey.LevelNotUnlocked
///
/// - MultiplayerErrorErrorKey.NetworkTimeout
///
/// - MultiplayerErrorErrorKey.NoLongerAvailable
///
/// - MultiplayerErrorErrorKey.UpdateRequired
///
/// - MultiplayerErrorErrorKey.TutorialRequired
public void SetErrorKey(MultiplayerErrorErrorKey value) {
CAPI.ovr_MultiplayerErrorOptions_SetErrorKey(Handle, value);
}
/// This operator allows you to pass an instance of the ::MultiplayerErrorOptions class to native C code as an IntPtr. The operator returns the handle of the options object, or IntPtr.Zero if the object is null.
public static explicit operator IntPtr(MultiplayerErrorOptions options) {
return options != null ? options.Handle : IntPtr.Zero;
}
/// Destroys an existing instance of the ::MultiplayerErrorOptions and frees up memory when you're done using it.
~MultiplayerErrorOptions() {
CAPI.ovr_MultiplayerErrorOptions_Destroy(Handle);
}
IntPtr Handle;
}
}