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    Class PlayerSystem

    Core system for user character control logic

    Fields

    DragPlayerInMiddleButtonToMove_DebugOnly

    True if allow user use middle mouse button to move player for debug. This feature is not include after the game publish.

    Declaration
    public static readonly FrameBasedBool DragPlayerInMiddleButtonToMove_DebugOnly

    IgnorePlayerView

    True if player system should not change the stage view rect

    Declaration
    public static readonly FrameBasedBool IgnorePlayerView

    TargetViewHeight

    View height in global space the player requiring to have

    Declaration
    public static readonly FrameBasedInt TargetViewHeight

    Properties

    AimViewX

    Target view position in global space

    Declaration
    public static int AimViewX { get; }

    AimViewY

    Target view position in global space

    Declaration
    public static int AimViewY { get; }

    AllowPlayerMenuUI

    True if user have access to the player menu UI

    Declaration
    public static bool AllowPlayerMenuUI { get; }

    AllowQuickPlayerMenuUI

    True if user have access to the quick player UI

    Declaration
    public static bool AllowQuickPlayerMenuUI { get; }

    Enable

    True if the system is online

    Declaration
    public static bool Enable { get; }

    HomeUnitPosition

    Respawn position in unit space when player have no check point activated

    Declaration
    public static Int3 HomeUnitPosition { get; set; }

    IgnoringAction

    True if the system is currently not react to IActionTarget

    Declaration
    public static bool IgnoringAction { get; }

    IgnoringInput

    True if the system is currently not react to user input

    Declaration
    public static bool IgnoringInput { get; }

    PlayableCharactersCount

    Total count of playable characters

    Declaration
    public static int PlayableCharactersCount { get; }

    RespawnCpUnitPosition

    Position in unit space for player respawn when game restart

    Declaration
    public static Int3? RespawnCpUnitPosition { get; set; }

    Selecting

    Instance of the selecting character as player (can be changed or set to null at any moment)

    Declaration
    public static Character Selecting { get; }

    TargetActionEntity

    Current highlighting IActionTarget

    Declaration
    public static IActionTarget TargetActionEntity { get; }

    UnlockedPlayerCount

    Total count of unlocked player characters

    Declaration
    public static int UnlockedPlayerCount { get; }

    Methods

    ForAllPlayables()

    Iterate through all playable characters

    Declaration
    public static IEnumerable<int> ForAllPlayables()

    ForAllUnlockedPlayers()

    Iterate through all unlocked playable characters

    Declaration
    public static IEnumerable<int> ForAllUnlockedPlayers()

    ForceUpdateGroundedForView(int)

    Make player always mark as grounded for view position for given frames long

    Declaration
    public static void ForceUpdateGroundedForView(int duration = 1)

    GetCameraShiftOffset(int)

    Get the Y position shift in global space from camera center to player center

    Declaration
    public static int GetCameraShiftOffset(int cameraHeight)

    GetDefaultPlayerID(bool)

    Declaration
    public static int GetDefaultPlayerID(bool forceSelect = false)
    Parameters
    Type Name Description
    bool forceSelect

    True if return the first founded IPlayable character ID

    GetPlayerFinalRespawnUnitPosition()

    Get the position in unit space for player get respawned when game restart

    Declaration
    public static Int3 GetPlayerFinalRespawnUnitPosition()

    IgnoreAction(int)

    Make user not react to IActionTarget for given frames long. Set to -1 to make ignoring stop.

    Declaration
    public static void IgnoreAction(int duration = 1)

    IgnoreAttack(int)

    Make user can not attack for given frames long. Set to -1 to make ignoring stop.

    Declaration
    public static void IgnoreAttack(int duration = 1)

    IgnoreInput(int)

    Make user input blocked for given frames long. Set to -1 to make ignoring stop.

    Declaration
    public static void IgnoreInput(int duration = 1)

    IgnorePlayerMenu(int)

    Make user have no access to player menu UI for given frames long. Set to -1 to make ignoring stop.

    Declaration
    public static void IgnorePlayerMenu(int duration = 1)

    IgnorePlayerQuickMenu(int)

    Make user have no access to quick player menu UI for given frames long. Set to -1 to make ignoring stop.

    Declaration
    public static void IgnorePlayerQuickMenu(int duration = 1)

    IsPlayerUnlocked(int)

    True if given player character is unlocked

    Declaration
    public static bool IsPlayerUnlocked(int id)

    SelectCharacterAsPlayer(int, bool)

    Set given ID as selecting player character

    Declaration
    public static void SelectCharacterAsPlayer(int characterTypeID, bool failbackToDefault = true)
    bool failbackToDefault

    True if use default character as selected when given one not found

    SetCharacterAsPlayer(Character)

    Set given character instance as selected player

    Declaration
    public static void SetCharacterAsPlayer(Character target)

    UnlockPlayer(int)

    Unlock given player character

    Declaration
    public static void UnlockPlayer(int id)
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