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()
Fields
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
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
Returns
- bool
Awake()
CallAddForceToBodyParts(int[], Vector3[])
public void CallAddForceToBodyParts(int[] ints, Vector3[] vector3s)
Parameters
ints int[]
vector3s Vector3[]
CallDie()
CallHeal(float)
public bool CallHeal(float healAmount)
Parameters
healAmount float
Returns
- bool
CallMakeSound(int)
public void CallMakeSound(int soundID)
Parameters
soundID int
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()
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()
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
public bool HasLockedInput()
Returns
- bool
HasLockedMovement()
public bool HasLockedMovement()
Returns
- bool
HeadPosition()
public Vector3 HeadPosition()
Returns
- Vector3
KillLocal()
[ConsoleCommand]
public static void KillLocal()
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()
Returns
- bool
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()
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
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()
Visibility()
public float Visibility()
Returns
- float
WakeUp()