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Below are practical examples compiled from projects for learning and reference purposes

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File name: PhotonNetwork.cs Copy
2479     internal static void RPC(PhotonView view, string methodName, PhotonTargets target, bool encrypt, params object[] parameters)
2480     {
2481         if (!VerifyCanUseNetwork())
2482         {
2483             return;
2484         }
2485
2486         if (room == null)
2487         {
2488             Debug.LogWarning("Cannot send RPCs in Lobby! RPC dropped.");
2489             return;
2490         }
2491
2492         if (networkingPeer != null)
2493         {
2494             networkingPeer.RPC(view, methodName, target, encrypt, parameters);
2495         }
2496         else
2497         {
2498             Debug.LogWarning("Could not execute RPC " + methodName + ". Possible scene loading in progress?");
2499         }
2500     }
File name: PhotonNetwork.cs Copy
2505     internal static void RPC(PhotonView view, string methodName, PhotonPlayer targetPlayer, bool encrpyt, params object[] parameters)
2506     {
2507         if (!VerifyCanUseNetwork())
2508         {
2509             return;
2510         }
2511
2512         if (room == null)
2513         {
2514             Debug.LogWarning("Cannot send RPCs in Lobby, only processed locally");
2515             return;
2516         }
2517
2518         if (player == null)
2519         {
2520             Debug.LogError("Error; Sending RPC to player null! Aborted \"" + methodName + "\"");
2521         }
2522
2523         if (networkingPeer != null)
2524         {
2525             networkingPeer.RPC(view, methodName, targetPlayer, encrpyt, parameters);
2526         }
2527         else
2528         {
2529             Debug.LogWarning("Could not execute RPC " + methodName + ". Possible scene loading in progress?");
2530         }
2531     }
File name: VSCode.cs Copy
403         static string AutodetectCodePath()
404         {
405             string[] possiblePaths =
406#if UNITY_EDITOR_OSX
407             {
408                 "/Applications/Visual Studio Code.app",
409                 "/Applications/Visual Studio Code - Insiders.app"
410             };
411#elif UNITY_EDITOR_WIN
412             {
413                 ProgramFilesx86() + Path.DirectorySeparatorChar + "Microsoft VS Code"
414                 + Path.DirectorySeparatorChar + "bin" + Path.DirectorySeparatorChar + "code.cmd",
415                 ProgramFilesx86() + Path.DirectorySeparatorChar + "Microsoft VS Code Insiders"
416                 + Path.DirectorySeparatorChar + "bin" + Path.DirectorySeparatorChar + "code-insiders.cmd"
417             };
418#else
419             {
420                 "/usr/bin/code",
421                 "/bin/code",
422                 "/usr/local/bin/code"
423             };
424#endif
425             for(int i = 0; i < possiblePaths.Length; i++)
426             {
427                 if(VSCodeExists(possiblePaths[i]))
428                 {
429                     return possiblePaths[i];
430                 }
431             }
432             PrintNotFound(possiblePaths[0]);
433             return possiblePaths[0]; //returns the default one, printing a warning message 'executable not found'
434         }
File name: Movement.cs Copy
25  public Movement(GCPlayer player, Piece piece) {
26   this.player = player;
27   this.piece = piece;
28   BoundComputations += ClearPossibles;
29  }
File name: Movement.cs Copy
49  public void ClearPossibles() {
50   piece.ClearPossibleEats();
51   piece.ClearPossibleMoves();
52  }
File name: Movement.cs Copy
54  public bool ComputeMovePiece(Node toCheckNode) {
55   if (toCheckNode == null) return false;
56   if (toCheckNode.EmptySpace) {
57    piece.AddPossibleMoves(toCheckNode);
58    return true;
59   }
60
61   return false;
62  }
File name: Movement.cs Copy
74  public bool ComputeMoveOrEatPiece(Node toCheckNode) {
75   if (toCheckNode == null) return false;
76   if (toCheckNode.EmptySpace) {
77    piece.AddPossibleMoves(toCheckNode);
78    return true;
79   } else if (Rules.IsEnemy(piece, toCheckNode.Piece)) {
80    AddToCheckOrEat(toCheckNode);
81    return true;
82   }
83
84   return false;
85  }
File name: Movement.cs Copy
93  public bool ComputeMoveOrEatPieceEnemyAlly(Node toCheckNode) {
94   if (toCheckNode == null) return false;
95   if (toCheckNode.EmptySpace) {
96    piece.AddPossibleMoves(toCheckNode);
97   } else if (Rules.IsEnemy(piece, toCheckNode.Piece)) {
98    AddToCheckOrEat(toCheckNode);
99    if (toCheckNode != toCheckNode.Piece.Node) {
100     return false;
101    } else {
102     return true;
103    }
104   } else {
105    return true;
106   }
107
108   return false;
109  }
File name: Movement.cs Copy
111  private void AddToCheckOrEat(Node toCheckNode) {
112   if (Rules.CheckKing(player, piece.Node, toCheckNode)) {
113    //playerPiece.Check = toCheckPiece;
114   } else {
115    piece.AddPossibleEats(toCheckNode);
116   }
117  }
File name: Piece.cs Copy
61  public List PossibleMoves {
62   get { return possibleMoves;}
63  }

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