Table of Contents

Class Player

Namespace
DefaultNamespace
Assembly
Assembly-CSharp.dll
public class Player : MonoBehaviourPunCallbacks, IConnectionCallbacks, IMatchmakingCallbacks, IInRoomCallbacks, ILobbyCallbacks, IWebRpcCallback, IErrorInfoCallback
Inheritance
MonoBehaviourPun
MonoBehaviourPunCallbacks
Player
Implements
IConnectionCallbacks
IMatchmakingCallbacks
IInRoomCallbacks
ILobbyCallbacks
IWebRpcCallback
IErrorInfoCallback
Inherited Members
MonoBehaviourPunCallbacks.OnEnable()
MonoBehaviourPunCallbacks.OnDisable()
MonoBehaviourPunCallbacks.OnConnected()
MonoBehaviourPunCallbacks.OnLeftRoom()
MonoBehaviourPunCallbacks.OnMasterClientSwitched(Player)
MonoBehaviourPunCallbacks.OnCreatedRoom()
MonoBehaviourPunCallbacks.OnJoinedLobby()
MonoBehaviourPunCallbacks.OnLeftLobby()
MonoBehaviourPunCallbacks.OnDisconnected(DisconnectCause)
MonoBehaviourPunCallbacks.OnRegionListReceived(RegionHandler)
MonoBehaviourPunCallbacks.OnJoinedRoom()
MonoBehaviourPunCallbacks.OnPlayerLeftRoom(Player)
MonoBehaviourPunCallbacks.OnConnectedToMaster()
MonoBehaviourPunCallbacks.OnRoomPropertiesUpdate(Hashtable)
MonoBehaviourPunCallbacks.OnPlayerPropertiesUpdate(Player, Hashtable)
MonoBehaviourPunCallbacks.OnWebRpcResponse(OperationResponse)
MonoBehaviourPunCallbacks.OnErrorInfo(ErrorInfo)
MonoBehaviourPun.photonView
Extension Methods

Constructors

Player()

public Player()

Fields

ai

public bool ai

Field Value

bool

collidersEnabled

public List<bool> collidersEnabled

Field Value

List<bool>

collidersToToggleList

public List<Collider> collidersToToggleList

Field Value

List<Collider>

data

public Player.PlayerData data

Field Value

Player.PlayerData

input

public Player.PlayerInput input

Field Value

Player.PlayerInput

justDied

public static bool justDied

Field Value

bool

localPlayer

public static Player localPlayer

Field Value

Player

m_LobbyHandler

public PhotonGameLobbyHandler m_LobbyHandler

Field Value

PhotonGameLobbyHandler

m_VoiceChatModeSetting

public VoiceChatModeSetting m_VoiceChatModeSetting

Field Value

VoiceChatModeSetting

observedPlayer

public static Player observedPlayer

Field Value

Player

refs

public Player.PlayerRefs refs

Field Value

Player.PlayerRefs

sfx_0_Impact

public SFX_Instance sfx_0_Impact

Field Value

SFX_Instance

toggleCollisionCor

public Coroutine toggleCollisionCor

Field Value

Coroutine

voiceNoiseCounter

public float voiceNoiseCounter

Field Value

float

Properties

IsLocal

public bool IsLocal { get; }

Property Value

bool

Methods

AllowInput()

public bool AllowInput()

Returns

bool

Awake()

public void Awake()

CallAddForceToBodyParts(int[], Vector3[])

public void CallAddForceToBodyParts(int[] ints, Vector3[] vector3s)

Parameters

ints int[]
vector3s Vector3[]

CallDie()

public void CallDie()

CallHeal(float)

public bool CallHeal(float healAmount)

Parameters

healAmount float

Returns

bool

CallMakeSound(int)

public void CallMakeSound(int soundID)

Parameters

soundID int

CallRevive()

public void CallRevive()

CallSlowFor(float, float)

public void CallSlowFor(float speedFactor, float time)

Parameters

speedFactor float
time float

CallTakeDamage(float)

public void CallTakeDamage(float damage)

Parameters

damage float

CallTakeDamageAndAddForceAndFall(float, Vector3, float)

public void CallTakeDamageAndAddForceAndFall(float damage, Vector3 force, float fall)

Parameters

damage float
force Vector3
fall float

CallTakeDamageAndAddForceAndFallWithFallof(float, Vector3, float, Vector3, float)

public void CallTakeDamageAndAddForceAndFallWithFallof(float damage, Vector3 force, float fall, Vector3 pos, float range)

Parameters

damage float
force Vector3
fall float
pos Vector3
range float

CallTakeDamageAndTase(float, float)

public void CallTakeDamageAndTase(float damage, float tase)

Parameters

damage float
tase float

Call_EquipHat(int)

public void Call_EquipHat(int hatIndex)

Parameters

hatIndex int

Call_RemoveHat()

public void Call_RemoveHat()

CanSee(Vector3, float, bool, LayerType)

public bool CanSee(Vector3 targetPos, float validLookAngle = 70, bool checkLineOfSight = true, HelperFunctions.LayerType mask = LayerType.TerrainProp)

Parameters

targetPos Vector3
validLookAngle float
checkLineOfSight bool
mask HelperFunctions.LayerType

Returns

bool

Center()

public Vector3 Center()

Returns

Vector3

CenterGroundPos()

public Vector3 CenterGroundPos()

Returns

Vector3

CheckOxygen()

public void CheckOxygen()

ClampGravity(float)

public void ClampGravity(float clampTime)

Parameters

clampTime float

DelayDropItems()

public IEnumerator DelayDropItems()

Returns

IEnumerator

DelayThenTalkToDead(float)

public IEnumerator DelayThenTalkToDead(float f)

Parameters

f float

Returns

IEnumerator

Die()

public void Die()

DoInits()

public void DoInits()

FixedUpdate()

public void FixedUpdate()

GetMicValueFromDecibels(float)

public float GetMicValueFromDecibels(float decibels)

Parameters

decibels float

Returns

float

GetRelativePosition_Anim(BodypartType, Vector3)

public Vector3 GetRelativePosition_Anim(BodypartType bodypart, Vector3 relativePosition)

Parameters

bodypart BodypartType
relativePosition Vector3

Returns

Vector3

GetRelativePosition_Rig(BodypartType, Vector3)

public Vector3 GetRelativePosition_Rig(BodypartType bodypart, Vector3 relativePosition)

Parameters

bodypart BodypartType
relativePosition Vector3

Returns

Vector3

GetRig(BodypartType)

public Rigidbody GetRig(BodypartType part)

Parameters

part BodypartType

Returns

Rigidbody

GetUpDirection()

public Vector3 GetUpDirection()

Returns

Vector3

HangingUpsideDown()

public bool HangingUpsideDown()

Returns

bool

HasFlashLightThatIsOn()

public bool HasFlashLightThatIsOn()

Returns

bool

HasLockedInput()

public bool HasLockedInput()

Returns

bool

HasLockedMovement()

public bool HasLockedMovement()

Returns

bool

HeadPosition()

public Vector3 HeadPosition()

Returns

Vector3

KillLocal()

[ConsoleCommand]
public static void KillLocal()

LoadHat()

public void LoadHat()

LookDirection(Vector3)

public Vector3 LookDirection(Vector3 direction)

Parameters

direction Vector3

Returns

Vector3

MakeVoiceNoise()

public void MakeVoiceNoise()

MoveAllRigsInDirection(Vector3)

public void MoveAllRigsInDirection(Vector3 delta)

Parameters

delta Vector3

NoControl()

public bool NoControl()

Returns

bool

OnDestroy()

public void OnDestroy()

OnGetMic(float)

public void OnGetMic(float db)

Parameters

db float

OnPlayerEnteredRoom(Player)

public override void OnPlayerEnteredRoom(Player newPlayer)

Parameters

newPlayer Player

RPCA_AddForceToBodyParts(int[], Vector3[])

[PunRPC]
public void RPCA_AddForceToBodyParts(int[] ints, Vector3[] vector3s)

Parameters

ints int[]
vector3s Vector3[]

RPCA_CallTakeDamage(float)

[PunRPC]
public void RPCA_CallTakeDamage(float damage)

Parameters

damage float

RPCA_CallTakeDamageAndTase(float, float)

[PunRPC]
public void RPCA_CallTakeDamageAndTase(float damage, float tase)

Parameters

damage float
tase float

RPCA_EquipHat(int)

[PunRPC]
public void RPCA_EquipHat(int hatIndex)

Parameters

hatIndex int

RPCA_Heal(float)

[PunRPC]
public void RPCA_Heal(float amount)

Parameters

amount float

RPCA_PlayerDie()

[PunRPC]
public void RPCA_PlayerDie()

RPCA_PlayerRevive()

[PunRPC]
public void RPCA_PlayerRevive()

RPCA_Sit(int, int)

[PunRPC]
public void RPCA_Sit(int viewID, int seatID)

Parameters

viewID int
seatID int

RPCA_SlowFor(float, float)

[PunRPC]
public void RPCA_SlowFor(float speedFactor, float time)

Parameters

speedFactor float
time float

RPCA_TakeDamageAndAddForce(float, Vector3, float)

[PunRPC]
public void RPCA_TakeDamageAndAddForce(float damage, Vector3 force, float fall)

Parameters

damage float
force Vector3
fall float

RPCA_TakeDamageAndAddForceFallWithFallof(float, Vector3, float, Vector3, float)

[PunRPC]
public void RPCA_TakeDamageAndAddForceFallWithFallof(float damage, Vector3 force, float fall, Vector3 pos, float range)

Parameters

damage float
force Vector3
fall float
pos Vector3
range float

RPCA_UnSit(int, int)

[PunRPC]
public void RPCA_UnSit(int viewID, int seatID)

Parameters

viewID int
seatID int

RPCM_RequestSit(int, int)

[PunRPC]
public void RPCM_RequestSit(int viewID, int seatID)

Parameters

viewID int
seatID int

RPC_MakeSound(int)

[PunRPC]
public void RPC_MakeSound(int soundID)

Parameters

soundID int

RPC_RequestCreatePickup(byte, byte[], Vector3, Quaternion)

[PunRPC]
public void RPC_RequestCreatePickup(byte itemID, byte[] dataBuffer, Vector3 pos, Quaternion rot)

Parameters

itemID byte
dataBuffer byte[]
pos Vector3
rot Quaternion

RPC_RequestCreatePickupVel(byte, byte[], Vector3, Quaternion, Vector3, Vector3)

[PunRPC]
public void RPC_RequestCreatePickupVel(byte itemID, byte[] dataBuffer, Vector3 pos, Quaternion rot, Vector3 vel, Vector3 angVel)

Parameters

itemID byte
dataBuffer byte[]
pos Vector3
rot Quaternion
vel Vector3
angVel Vector3

RPC_SelectSlot(int)

[PunRPC]
public void RPC_SelectSlot(int slotID)

Parameters

slotID int

Ragdoll()

public bool Ragdoll()

Returns

bool

ReToggleCollision()

public void ReToggleCollision()

RequestCreatePickup(Item, ItemInstanceData, Vector3, Quaternion)

public void RequestCreatePickup(Item item, ItemInstanceData data, Vector3 pos, Quaternion rot)

Parameters

item Item
data ItemInstanceData
pos Vector3
rot Quaternion

RequestCreatePickup(byte, ItemInstanceData, Vector3, Quaternion, Vector3, Vector3)

public void RequestCreatePickup(byte itemID, ItemInstanceData data, Vector3 pos, Quaternion rot, Vector3 vel, Vector3 angVel)

Parameters

itemID byte
data ItemInstanceData
pos Vector3
rot Quaternion
vel Vector3
angVel Vector3

SetLookDirection(Vector3)

public void SetLookDirection(Vector3 vector3)

Parameters

vector3 Vector3

SetPhysicsCamera(float)

public void SetPhysicsCamera(float seconds)

Parameters

seconds float

Start()

public IEnumerator Start()

Returns

IEnumerator

TakeDamage(float)

public void TakeDamage(float damage)

Parameters

damage float

TakeDamageLocalIKnowWhatImDoing(float)

public void TakeDamageLocalIKnowWhatImDoing(float damage)

Parameters

damage float

Teleport(Vector3, Vector3)

public void Teleport(Vector3 position, Vector3 forward)

Parameters

position Vector3
forward Vector3

ToggleCollisionForSeconds(float)

public void ToggleCollisionForSeconds(float seconds)

Parameters

seconds float

TransformCenter()

public Vector3 TransformCenter()

Returns

Vector3

TryGetGlobalPlayerData(out GlobalPlayerData)

public bool TryGetGlobalPlayerData(out GlobalPlayerData d)

Parameters

d GlobalPlayerData

Returns

bool

TryGetInventory(out PlayerInventory)

public bool TryGetInventory(out PlayerInventory o)

Parameters

o PlayerInventory

Returns

bool

TryingToLeavePose()

public bool TryingToLeavePose()

Returns

bool

Update()

public void Update()

Visibility()

public float Visibility()

Returns

float

WakeUp()

public void WakeUp()