abstract bool | IsDead [get] |
| Gets if the player is dead More...
|
|
abstract void | Kill () |
| Kills the player. More...
|
|
abstract void | Gib () |
| Gibs the player. More...
|
|
abstract PlayerTeam | GetTeam () |
| Gets the player team. More...
|
|
abstract void | SetTeam (PlayerTeam team) |
| Sets the player team. More...
|
|
abstract bool | IsAIControlled [get] |
| Returns if this player is AI controlled. The player is AI controlled when IsBot is true, BotBehavior.Active is true and when IsInputEnabled is true. More...
|
|
abstract bool | IsBot [get] |
| Gets if the player is a bot. More...
|
|
abstract bool | IsValidBotEliminateTarget [get] |
| Gets if this player can be targeted by other bots. More...
|
|
abstract void | SetValidBotEliminateTarget (bool value) |
| Sets if this player can be targeted by other bots. Defaults to true. Disable if you want some player to be ignored by all other bots. More...
|
|
abstract BotBehavior | GetBotBehavior () |
| Gets current set BotBehavior. More...
|
|
abstract void | SetBotBehavior (BotBehavior botBehavior) |
| Sets the BotBehavior. This overrides any BotBehaviorSet set earlier. More...
|
|
abstract BotBehaviorSet | GetBotBehaviorSet () |
| Gets current set BotBehaviorSet. More...
|
|
abstract void | SetBotBehaviorSet (BotBehaviorSet botBehaviorSet) |
| Sets the BotBehaviorSet. This overrides any PredefinedAI set earlier. More...
|
|
abstract bool | GetBotBehaviorActive () |
| Gets if the BotBehavior is active. More...
|
|
abstract void | SetBotBehaviorActive (bool value) |
| Sets if the BotBehavior is active. More...
|
|
abstract void | SetGuardTarget (IObject guardTarget) |
| Sets the guard target to the defined object. This requires the bot's BotBehaviorSet.GuardRange property to be set. More...
|
|
abstract IObject | GetGuardTarget () |
| Gets the current assigned guard target. More...
|
|
abstract IObject | GetBotTarget () |
| Gets the current target if this is a bot. More...
|
|
abstract void | SetForcedBotTarget (IObject target) |
| Set a forced target if this is a bot, overriding any other targets. The bot will ignore everything else and only target this. Set to null to clear/reset the forced target. More...
|
|
abstract IObject | GetForcedBotTarget () |
| Gets the forced target. Returns null if not set. More...
|
|
abstract bool | IsUser [get] |
| Gets if the player is controlled by a user. More...
|
|
abstract int | UserIdentifier [get] |
| Gets the active User's UserIdentifier for this player. Returns 0 if no active User is controlling this player. More...
|
|
abstract bool | ChatActive [get] |
| Gets if the user has the chat active. Quirk: Due to technical inheritance this property exist on the IPlayer instance and not the IUser instance. More...
|
|
abstract IUser | GetUser () |
| Gets the active User for this player. Returns null if no active User is controlling this player. More...
|
|
abstract void | SetUser (IUser user, bool flash=true) |
| Sets the active user for this player. The user will lose control of any current player the user is controlling. More...
|
|
abstract IProfile | GetProfile () |
| Gets the player's current profile. More...
|
|
abstract void | SetProfile (IProfile profile) |
| Applies the given profile to this player. More...
|
|
abstract bool | SetBotName (string name) |
| Updates a bot's profile name and player name. More...
|
|
abstract bool | GetNametagVisible () |
| Gets if the nametag is visible. More...
|
|
abstract void | SetNametagVisible (bool value) |
| Sets if the nametag is visible. More...
|
|
abstract bool | GetStatusBarsVisible () |
| Gets if the status bars (health, energy) are visible. More...
|
|
abstract void | SetStatusBarsVisible (bool value) |
| Sets if the status bars (health, energy) are visible. More...
|
|
abstract int | FacingDirection [get] |
| Gets the direction the player is currently facing (-1 for left, 1 for right) More...
|
|
abstract bool | IsBurningInferno [get] |
| Gets if the player is burning rank 2. More...
|
|
abstract bool | IsBurnedCorpse [get] |
| Gets if the corpse is burned (if the player is dead). More...
|
|
abstract bool | IsInMidAir [get] |
| Gets if the player is in mid air More...
|
|
abstract bool | IsOnGround [get] |
| Gets if the player is on ground More...
|
|
abstract bool | IsRunning [get] |
| Gets if the player is running More...
|
|
abstract bool | IsSprinting [get] |
| Gets if the player is sprinting More...
|
|
abstract bool | IsWalking [get] |
| Gets if the player is walking More...
|
|
abstract bool | IsFalling [get] |
| Gets if the player is falling More...
|
|
abstract bool | IsCrouching [get] |
| Gets if the player is crouching More...
|
|
abstract bool | IsRolling [get] |
| Gets if the player is rolling More...
|
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abstract bool | IsDiving [get] |
| Gets if the player is diving More...
|
|
abstract bool | IsStaggering [get] |
| Gets if the player is staggering More...
|
|
abstract bool | IsTakingCover [get] |
| Gets if the player is taking cover More...
|
|
abstract bool | IsClimbing [get] |
| Gets if the player is climbing More...
|
|
abstract bool | IsReloading [get] |
| Gets if the player is reloading More...
|
|
abstract bool | IsIdle [get] |
| Gets if the player is idle More...
|
|
abstract bool | IsDrawingWeapon [get] |
| Gets if the player is drawing a weapon More...
|
|
abstract bool | IsHipFiring [get] |
| Gets if the player is hip firing More...
|
|
abstract bool | IsManualAiming [get] |
| Gets if the player is manual aiming More...
|
|
abstract Vector2 | AimVector [get] |
| Gets the player's current aiming vector when IsManualAiming is true. While diving this will return the current diving vector. While not aiming/diving it will return a vector at the direction the player is facing. More...
|
|
abstract bool | IsKicking [get] |
| Gets if the player is kicking More...
|
|
abstract bool | IsBlocking [get] |
| Gets if the player is blocking More...
|
|
abstract bool | IsThrowing [get] |
| Gets if the player is throwing More...
|
|
abstract bool | InThrowingMode [get] |
| Gets if the player is in throwing mode. More...
|
|
abstract bool | IsJumpKicking [get] |
| Gets if the player is jump kicking More...
|
|
abstract bool | IsJumpAttacking [get] |
| Gets if the player is jump attacking More...
|
|
abstract bool | IsMeleeAttacking [get] |
| Gets if the player is melee attacking. Note: Returns true when the player is using a chainsaw. More...
|
|
abstract bool | IsLedgeGrabbing [get] |
| Gets if the player is legde grabbing More...
|
|
abstract bool | IsDeathKneeling [get] |
| Gets if the player is death kneeling More...
|
|
abstract bool | IsRecoveryKneeling [get] |
| Gets if the player is recovery kneeling after a greater fall or jump attack. More...
|
|
abstract bool | IsRecoveryRolling [get] |
| Gets if the player is recovery rolling after being knocked down. Recovery roll can only be performed if being knocked down from small heights. More...
|
|
abstract bool | IsLayingOnGround [get] |
| Gets if the player is laying on the ground More...
|
|
abstract bool | IsStunned [get] |
| Gets if the player is stunned More...
|
|
abstract bool | IsGrabbing [get] |
| Gets if the player is grabbing More...
|
|
abstract bool | IsCaughtByPlayerInDive [get] |
| Gets if the player is caught by another diving player. More...
|
|
abstract int | CaughtByPlayerInDiveID [get] |
| Gets the ID of the diving player that has caught this player. 0 if none. More...
|
|
abstract bool | IsHoldingPlayerInDive [get] |
| Gets if the player has caught any other player during a dive. More...
|
|
abstract int | HoldingPlayerInDiveID [get] |
| Gets the ID of the caught player in a dive. 0 if none. More...
|
|
abstract bool | IsCaughtByPlayerInGrab [get] |
| Gets if the player is grabbed by another player. More...
|
|
abstract int | CaughtByPlayerInGrabID [get] |
| Gets the ID of the player that has grabbed this player. 0 if none. More...
|
|
abstract bool | IsHoldingPlayerInGrab [get] |
| Gets if the player is grabbing any other player. More...
|
|
abstract int | HoldingPlayerInGrabID [get] |
| Gets the ID of the grabbed player. 0 if none. More...
|
|
abstract bool | IsRocketRiding [get] |
| Gets if the player is currently rocket riding. More...
|
|
abstract int | RocketRidingProjectileInstanceID [get] |
| Gets the projectile instanceID of the rocket the player is currently rocket riding. More...
|
|
abstract bool | IsDisabled [get] |
| Gets if the player is disabled More...
|
|
abstract float | GetEnergy () |
| Gets the player's current energy. More...
|
|
abstract float | GetMaxEnergy () |
| Gets the player's max energy. More...
|
|
abstract PlayerHitEffect | GetHitEffect () |
| Gets the player hit effect type. More...
|
|
abstract void | SetHitEffect (PlayerHitEffect value) |
| Sets the player hit effect type. More...
|
|
abstract bool | IsStrengthBoostActive [get] |
| Gets if the player has strength boost active. More...
|
|
abstract bool | IsBoostHealthActive [get] |
| Gets if the boost health is active. The player's boost health is active once the player reaches below 1 HP and has the strength boost effect active or is riding a rocket. More...
|
|
abstract float | GetStrengthBoostTime () |
| Gets the remaining strength boost time when strength boost is active. More...
|
|
abstract void | SetStrengthBoostTime (float time) |
| Sets strength boost time. Set to 0 to deactivate. More...
|
|
abstract float | GetBoostHealth () |
| Gets the player's current boost health. The player's boost health counts down once the player reaches below 1 HP and has the strength boost effect active or is riding a rocket. More...
|
|
abstract float | GetCorpseHealth () |
| Gets the player's corpse health. This health starts counting once the player is dead. Once this reaches 0 and the player takes additional damage, the player will be gibbed. More...
|
|
abstract void | SetCorpseHealth (float value) |
| Sets the player's corpse health. This health starts counting once the player is dead. Once this reaches 0 and the player takes additional damage, the player will be gibbed. More...
|
|
abstract float | GetCorpseMaxHealth () |
| Gets the player's max corpse health. This health starts counting once the player is dead. More...
|
|
abstract bool | IsSpeedBoostActive [get] |
| Gets if the player has speed boost active. More...
|
|
abstract float | GetSpeedBoostTime () |
| Gets the remaining speed boost time when speed boost is active. More...
|
|
abstract void | SetSpeedBoostTime (float time) |
| Sets speed boost time. Set to 0 to deactivate. More...
|
|
abstract bool | IsHoldingActiveThrowable [get] |
| Gets if the player is currently holding an active/primed/ready throwable to be thrown. Use GetActiveThrowableWeaponItem() to get which weaponItem (grenade/shuriken/molotov/C4/mine) More...
|
|
abstract bool | GiveWeaponItem (WeaponItem weaponItemToGive) |
| Gives a weapon item to the player and returns if successful. More...
|
|
abstract void | RemoveWeaponItemType (WeaponItemType weaponItemTypeToRemove) |
| Removes a weapon item type from the player. More...
|
|
abstract WeaponItem | GetActiveThrowableWeaponItem () |
| Gets if the player is currently holding an active/primed/ready throwable to be thrown and which WeaponItem it is. More...
|
|
abstract float | GetActiveThrowableTimer () |
| Gets the remaining active timer for the current active throwable. Only applicable for grenades and it's remaining ExplosiveTimer. See also IObjectGrenadeThrown.GetExplosionTimer(). More...
|
|
abstract void | SetActiveThrowableTimer (float ms) |
| Sets the remaining active timer for the current active throwable. Only applicable for grenades and it's remaining ExplosiveTimer. See also IObjectGrenadeThrown.SetExplosionTimer(). More...
|
|
abstract IObject | DisarmActiveThrowable () |
| Disarm override for the player to drop current active throwable. This is the active throwable when the player is holding the attack button, activating/priming/readying the throwable to be thrown. This includes primed grenade, ready shuriken, primed molotov, ready C4, primed mine. Returns null if player has no active throwable. More...
|
|
abstract IObject | DisarmActiveThrowable (Vector2 velocity) |
| Disarm override for the player to drop current active throwable. This is the active throwable when the player is holding the attack button, activating/priming/readying the throwable to be thrown. This includes primed grenade, ready shuriken, primed molotov, ready C4, primed mine. Returns null if player has no active throwable. More...
|
|
abstract IObjectWeaponItem | Disarm (WeaponItemType weaponType) |
| Disarm override for the player. Similar to dropping a weapon but there are small differences. You can use this to create disarming effects in your own scripts. Note: If the player is currently holding an active throwable (primed/ready by holding down the attack button) the player will instead drop the throwable. More...
|
|
abstract IObjectWeaponItem | Disarm (WeaponItemType weaponType, out IObject droppedActiveThrowable) |
| Disarm override for the player. Similar to dropping a weapon but there are small differences. You can use this to create disarming effects in your own scripts. Note: If the player is currently holding an active throwable (primed/ready by holding down the attack button) the player will instead drop the throwable. More...
|
|
abstract IObjectWeaponItem | Disarm (WeaponItemType weaponType, Vector2 velocity) |
| Disarm override for the player. Similar to dropping a weapon but there are small differences. You can use this to create disarming effects in your own scripts. Note: If the player is currently holding an active throwable (primed/ready by holding down the attack button) the player will instead drop the throwable. More...
|
|
abstract IObjectWeaponItem | Disarm (WeaponItemType weaponType, Vector2 velocity, out IObject droppedActiveThrowable) |
| Disarm override for the player. Similar to dropping a weapon but there are small differences. You can use this to create disarming effects in your own scripts. Note: If the player is currently holding an active throwable (primed/ready by holding down the attack button) the player will instead drop the throwable. More...
|
|
abstract IObjectWeaponItem | Disarm (WeaponItemType weaponType, Vector2 velocity, bool ignoreHolsteredModel) |
| Disarm override for the player. Similar to dropping a weapon but there are small differences. You can use this to create disarming effects in your own scripts. Note: If the player is currently holding an active throwable (primed/ready by holding down the attack button) the player will instead drop the throwable. More...
|
|
abstract IObjectWeaponItem | Disarm (WeaponItemType weaponType, Vector2 velocity, bool ignoreHolsteredModel, out IObject droppedActiveThrowable) |
| Disarm override for the player. Similar to dropping a weapon but there are small differences. You can use this to create disarming effects in your own scripts. Note: If the player is currently holding an active throwable (primed/ready by holding down the attack button) the player will instead drop the throwable. More...
|
|
abstract bool | GetWeaponMuzzleInfo (out Vector2 worldPosition, out Vector2 direction) |
| Gets the weapon muzzle positional information from the current animation from the player. This does not account for any clipping into other objects. More...
|
|
abstract bool | GetWeaponLazerInfo (out Vector2 worldPosition, out Vector2 direction) |
| Gets the weapon lazer positional information from the current animation from the player. This does not account for any clipping into other objects. More...
|
|
abstract WeaponItemType | CurrentWeaponDrawn [get] |
| Gets currently drawn weapon type. More...
|
|
abstract MeleeWeaponItem | CurrentMeleeWeapon [get] |
| Returns current melee weapon in equipment. More...
|
|
abstract MeleeWeaponItem | CurrentMeleeMakeshiftWeapon [get] |
| Returns current melee makeshift weapon in equipment. More...
|
|
abstract RifleWeaponItem | CurrentPrimaryWeapon [get] |
| Returns current primary (rifle) weapon in equipment. More...
|
|
abstract RangedWeaponItem | CurrentPrimaryRangedWeapon [get] |
| Returns current primary (rifle) weapon in equipment. More...
|
|
abstract HandgunWeaponItem | CurrentSecondaryWeapon [get] |
| Returns current secondary (handgun) weapon in equipment. More...
|
|
abstract RangedWeaponItem | CurrentSecondaryRangedWeapon [get] |
| Returns current primary (rifle) weapon in equipment. More...
|
|
abstract PowerupWeaponItem | CurrentPowerupItem [get] |
| Returns current melee weapon in equipment. More...
|
|
abstract ThrownWeaponItem | CurrentThrownItem [get] |
| Returns current throw-weapon (e.g. grenades, mines, shuriken) in equipment. More...
|
|
abstract void | SetCurrentMeleeDurability (float value) |
| Sets the current melee weapon durability. Negative or zero will destroy the item (for chainsaws it will just empty the fuel). More...
|
|
abstract void | SetCurrentMeleeMakeshiftDurability (float value) |
| Sets the current melee makeshift weapon durability. Negative or zero will destroy the item. More...
|
|
abstract void | SetCurrentPrimaryWeaponAmmo (int totalAmmo, ProjectilePowerup projectileType=ProjectilePowerup.None) |
| Sets the ammo in the current primary weapon or sets the ammo for specified powerup ammo type. More...
|
|
abstract void | SetCurrentPrimaryWeaponAmmo (int ammo, int mags, ProjectilePowerup projectileType=ProjectilePowerup.None) |
| Sets the ammo in the current primary weapon or sets the ammo for specified powerup ammo type. More...
|
|
abstract void | SetCurrentSecondaryWeaponAmmo (int totalAmmo, ProjectilePowerup projectileType=ProjectilePowerup.None) |
| Sets the ammo in the current secondary weapon or sets the ammo for specified powerup ammo type. More...
|
|
abstract void | SetCurrentSecondaryWeaponAmmo (int ammo, int mags, ProjectilePowerup projectileType=ProjectilePowerup.None) |
| Sets the ammo in the current secondary weapon or sets the ammo for specified powerup ammo type. More...
|
|
abstract void | SetCurrentThrownItemAmmo (int throwableAmmo) |
| Sets the current throwable-weapon ammo. More...
|
|
abstract IPlayerStatistics | Statistics [get] |
| Gets certain player statistics. More...
|
|
abstract bool | IsInputEnabled [get] |
| Gets if input for the player is enabled. When disabled the player can't do anything and input is ignored. This allows PlayerCommands to be executed. More...
|
|
abstract PlayerInputMode | InputMode [get] |
| Gets input mode. More...
|
|
abstract void | SetInputEnabled (bool value) |
| Sets input enabled/disabled for the player. When disabled the player can't do anything and input is ignored. This allows PlayerCommands to be executed. More...
|
|
abstract void | SetInputMode (PlayerInputMode value) |
| Sets input mode. More...
|
|
abstract CameraFocusMode | GetCameraSecondaryFocusMode () |
| Gets the default camera secondary focus mode. More...
|
|
abstract void | SetCameraSecondaryFocusMode (CameraFocusMode value) |
| Sets the default camera secondary focus mode. More...
|
|
abstract int | PerformedCommandCount [get] |
| Returns the number of performed command actions. More...
|
|
abstract int | CurrentCommandIndex [get] |
| Returns the current command action index being processed. If this equals to PerformedCommandActionsCount then no more command actions are queued. More...
|
|
abstract int | TotalCommandCount [get] |
| Total queued command actions. More...
|
|
abstract int | AddCommand (PlayerCommand command) |
| Adds a command action to the command action queue. Used to create a small sequence of movements and actions for a specific player to create scripted scenes in known situations. These commands are not intended to be used to create an AI. Incorrect use of these commands can get the player stuck in a command that's impossible to complete depending on the situation and commands performed. The ClearCommandQueue() resets the current command queue if needed. PlayerCommands only works when there are no user or AI controlling the player. Note: Any commands added will start to be processed the next update cycle. /// More...
|
|
abstract void | ClearCommandQueue () |
| Clears the current command queue. Current command will be terminated. More...
|
|
abstract PlayerModifiers | GetModifiers () |
| Gets current player modifier values. More...
|
|
abstract void | SetModifiers (PlayerModifiers value) |
| Sets current player modifier values. More...
|
|
abstract void | ClearModifiers () |
| Clears current player modifier values, restoring them to defaults. More...
|
|
abstract bool | KeyMovementIsFlipped [get] |
| Gets if the movement is flipped after walking into a portal. More...
|
|
abstract bool | KeyDoubleTapSprintEnabled [get] |
| Gets if double tapping direction keys enable sprint. Note: This is only up-to-date after the first key input has been registered. More...
|
|
abstract bool | KeyAttackAndBlockToGrabEnabled [get] |
| Gets if pressing attack and block should start the grab is enabled. Note: This is only up-to-date after the first key input has been registered. More...
|
|
abstract bool | KeyPressed (VirtualKey key) |
| Gets if the virtual key is pressed for the player. More...
|
|
|
abstract Vector2 | GetWorldPosition () |
| Gets the world position. More...
|
|
abstract void | SetWorldPosition (Vector2 worldPosition) |
| Sets the world position. More...
|
|
abstract void | SetWorldPosition (Vector2 worldPosition, bool updateConnectedObjects) |
| Sets the world position. More...
|
|
abstract float | GetAngle () |
| Gets the current angle in radians. More...
|
|
abstract void | SetAngle (float value) |
| Sets the current angle in radians. More...
|
|
abstract void | SetAngle (float value, bool updateConnectedObjects) |
| Sets the current angle in radians. More...
|
|
abstract int | GetFaceDirection () |
| Gets the face direction. More...
|
|
abstract void | SetFaceDirection (int value) |
| Sets the face direction. More...
|
|
abstract Vector2 | GetLinearVelocity () |
| Gets the linear velocity. More...
|
|
abstract void | SetLinearVelocity (Vector2 value) |
| Sets the linear velocity. More...
|
|
abstract void | SetLinearVelocity (Vector2 value, bool updateConnectedObjects) |
| Sets the linear velocity. More...
|
|
abstract float | GetAngularVelocity () |
| Gets the angular velocity. More...
|
|
abstract void | SetAngularVelocity (float value) |
| Sets the angular velocity. More...
|
|
abstract void | SetAngularVelocity (float value, bool updateConnectedObjects) |
| Sets the angular velocity. More...
|
|
abstract Area | GetAABB () |
| Gets the world AABB for this object. More...
|
|
abstract BodyType | GetBodyType () |
| Gets the body type. More...
|
|
abstract void | SetBodyType (BodyType type) |
| Sets the body type. More...
|
|
abstract float | GetHealth () |
| Gets the object's current health. More...
|
|
abstract void | SetHealth (float value) |
| Sets the object's current health. This is capped to the object's maximum health. More...
|
|
abstract float | GetMaxHealth () |
| Gets the object's maximum health. More...
|
|
abstract void | SetMaxFire () |
| Sets the object to maximum fire level. Only objects that can burn will start to burn. More...
|
|
abstract void | ClearFire () |
| Clears the fire on the object. More...
|
|
abstract void | Remove () |
| Removes the object. Certain objects may override this and can't be removed. More...
|
|
abstract void | Destroy () |
| Destroyes the object. Certain objects may override this and can't be destroyed. More...
|
|
abstract void | DealDamage (float damage) |
| Forcefully deals damage to the object. The object will be destoryed if it's destructable and health reaches 0. Runs the ObjectDamageCallback event if registered with ObjectDamageType.Other if not currently running for the specific IObject to avoid recursive traps. More...
|
|
abstract void | DealDamage (float damage, int sourceID) |
| Forcefully deals damage to the object. The object will be destoryed if it's destructable and health reaches 0. Runs the ObjectDamageCallback event if registered with ObjectDamageType.Other if not currently running for the specific IObject to avoid recursive traps. More...
|
|
abstract bool | GetTargetAIEnabled () |
| Gets if this object is enabled for bots to target. Note: For players, this is the same as IPlayer.IsValidBotEliminateTarget. More...
|
|
abstract void | SetTargetAIEnabled (bool targetAIEnabled) |
| Sets if this object is enabled for bots to target. Note: For players, this is the same as IPlayer.SetValidBotEliminateTarget(bool value). More...
|
|
abstract ObjectAITargetData | GetTargetAIData () |
| Gets current target data for bots. Note: Use GetTargetAIEnabled() to see if target data is enabled. More...
|
|
abstract void | SetTargetAIData (ObjectAITargetData targetAIData, bool targetAIEnabled=true) |
| Sets target data for bots and enables this object to be targeted by bots. Note: The team parameter is ignored for Players and Streetsweepers - as they handle Teams differently! Note: Bots will attack this target even if it's undestructable - you must make sure the object is a valid target for bots to try to attack. Note: For objects consisting of many tiles/fixtures/parts it's much better to cover the entire object with an invisible no-collision block with some extra margin of 4 to 8 world units that the bot can target and perform ranged weapon LOS checks against. In this way, the bot only sees one targetable object that's not blocked by anything instead of many individual fixtures that can block each other. More...
|
|
abstract Point | GetSizeFactor () |
| Gets the size factor on the object. More...
|
|
abstract void | SetSizeFactor (Point size) |
| Sets the size factor on the object. More...
|
|
abstract Point | GetBaseSize () |
| Gets the base tile size of this object. More...
|
|
abstract Point | GetSize () |
| Gets the current total size on the object. This is BaseSize * SizeFactor. More...
|
|
abstract int | GetAnimationFrame () |
| Gets the current animation frame index. More...
|
|
abstract int | GetTotalAnimationFrames () |
| Gets the total animation frames for the object. More...
|
|
abstract void | SetAnimationFrame (int frame) |
| Sets the current animation frame index. More...
|
|
abstract void | SetAnimationFrame (int frame, bool paused) |
| Sets the current animation frame index. More...
|
|
abstract bool | IsAnimationPaused () |
| Gets if the current animation is paused. More...
|
|
abstract void | PauseAnimation () |
| Pauses the current animation. More...
|
|
abstract void | PlayAnimation () |
| Resumes the current animation from a paused state. More...
|
|
abstract void | TrackAsMissile (bool value) |
| Track the object as a missile. Missile objects can collide with players and deal damage based on velocity even if collision is disabled. Normally used for smaller objects being thrown. Once the object collides with the world it will lose it's missile status. More...
|
|
abstract void | SetStickyFeet (bool value) |
| Sets if the object should have sticky feet activated. Sticky feet will make the player stick to the object even if it changes velocity suddenly. Good for elevators. More...
|
|
abstract bool | GetStickyFeet () |
| Gets if the object has sticky feet activated. Sticky feet will make the player stick to the object even if it changes velocity suddenly. More...
|
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abstract float | GetMass () |
| Gets the box2D mass for the object. More...
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abstract void | SetMass (float mass) |
| Sets the box2D mass for the object. Only affects dynamic objects. More...
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abstract CollisionFilter | GetCollisionFilter () |
| Gets the total collision filter for all fixtures for this object. Note that some objects consist of multiple fixtures with different collisions. More...
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abstract void | SetCollisionFilter (CollisionFilter value) |
| Sets the collision filter for all fixtures for this object. This overrides the default collision filters for each fixture in the body. This does nothing for players. Use with care! More...
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abstract RayCastResult | RayCast (Vector2 start, Vector2 end) |
| Performs a ray cast on this specific object, returning the hit result. Always returns a false hit if the object is disposed or removed. More...
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abstract RayCastResult | RayCast (Vector2 start, Vector2 end, bool includeOverlap) |
| Performs a ray cast on this specific object, returning the hit result. Always returns a false hit if the object is disposed or removed. More...
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abstract bool | HitTest (Vector2 position) |
| Performs a hittest on this object. More...
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abstract PhysicsLayer | GetPhysicsLayer () |
| Gets the physics layer this object belongs to. Returns None if the object is removed. More...
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abstract string | GetColorPaletteName () |
| Gets the color palette for this object. More...
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abstract string[] | GetColors () |
| Gets the names of the primary, secondary and tertiary ColorPackage in the ColorPalette for this object item. Returns a fixed 3-element string array. More...
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abstract string | GetColor1 () |
| Gets the name of the primary ColorPackage in the ColorPalette for this object item. This is the same as the first item of the GetColors function: GetColors()[0]. More...
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abstract string | GetColor2 () |
| Gets the name of the secondary ColorPackage in the ColorPalette for this object item. /// This is the same as the second item of the GetColors function: GetColors()[1]. More...
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abstract string | GetColor3 () |
| Gets the name of the tertiary ColorPackage in the ColorPalette for this object item. This is the same as the third item of the GetColors function: GetColors()[2]. More...
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abstract bool | SetColors (string[] colorPackages) |
| Sets the names of the primary, secondary and tertiary ColorPackage in the ColorPalette for this object item. Returns true if any color was applied. False if no color was applied (the colors must be defined in the color palette for this object). More...
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abstract bool | SetColor1 (string colorPackage) |
| Sets the name of the primary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object). More...
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abstract bool | SetColor2 (string colorPackage) |
| Sets the name of the secondary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object). More...
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abstract bool | SetColor3 (string colorPackage) |
| Sets the name of the tertiary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object). More...
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abstract string | Name [get] |
| Gets the object's map name More...
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abstract string | CustomID [get, set] |
| Gets or Sets the object's custom ID More...
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abstract int | UniqueID [get] |
| Gets the unique ID for this object. More...
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abstract bool | IsBurning [get] |
| If this object is burning. More...
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abstract bool | CanBurn [get] |
| If this object can burn. More...
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abstract bool | IsRemoved [get] |
| Gets if the object is completely removed. More...
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abstract bool | RemovalInitiated [get] |
| Gets if this body is about to be removed next clean-cycle. More...
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abstract bool | DestructionInitiated [get] |
| Gets if this object is about to be destroyed next clean-cycle. More...
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abstract bool | Destructable [get] |
| Gets if this object is destructable (initial health > 0). This does not account for any possible modifiers. Always returns true for players. More...
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abstract SizeableType | Sizeable [get] |
| Gets the SizeableType enum of the object that tells how the object can be sized. More...
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abstract bool | IsMissile [get] |
| Gets if the object currently is tracked as a missile. Missile objects can collide with players and deal damage based on velocity even if collision is disabled. Normally used for smaller objects being thrown. Once the object collides with the world it will lose it's missile status. More...
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