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)
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)