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My Project v1
Project
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Public 类型 | |
| enum | SpawnMode { InitialIntro , InitialNoIntro , Respawn } |
Public 成员函数 | |
| PlayerData (Project project) | |
| void | Dispose () |
| void | RandomizeCharacterSkin () |
| void | ResetName () |
| void | Update () |
| void | Load (ValuesDictionary valuesDictionary) |
| void | Save (ValuesDictionary valuesDictionary) |
| void | OnEntityAdded (Entity entity) |
| void | OnEntityRemoved (Entity entity) |
| Vector3 | FindIntroSpawnPosition (Vector2 desiredSpawnPosition) |
| Vector3 | FindNoIntroSpawnPosition (Vector3 desiredSpawnPosition, bool respawn) |
| float | ScoreIntroSpawnPosition (Vector2 desiredSpawnPosition, int x, int z) |
| float | ScoreNoIntroSpawnPosition (Vector3 desiredSpawnPosition, int x, int y, int z) |
| bool | CheckIsPointInWater (Point3 p) |
| void | SpawnPlayer (Vector3 position, SpawnMode spawnMode) |
| string | GetEntityTemplateName () |
| void | UpdateSpawnDialog (string largeMessage, string smallMessage, float progress, bool resetProgress) |
| void | HideSpawnDialog () |
静态 Public 成员函数 | |
| static bool | VerifyName (string name) |
| static string | MakeClothingValue (int index, int color) |
Public 属性 | |
| Project | m_project |
| SubsystemTerrain | m_subsystemTerrain |
| SubsystemGameInfo | m_subsystemGameInfo |
| SubsystemSky | m_subsystemSky |
| GameWidget | m_gameWidget |
| StateMachine | m_stateMachine = new() |
| PlayerClass | m_playerClass |
| string | m_name |
| SpawnMode | m_spawnMode |
| double? | m_playerDeathTime |
| double | m_terrainWaitStartTime |
| SpawnDialog | m_spawnDialog |
| float | m_progress |
| bool | ReduceLevelUponDeath = true |
| double | m_initialSpawnWaitTime = 0 |
| double | m_respawnWaitTime = 2.0 |
静态 Public 属性 | |
| static string | fName = "PlayerData" |
属性 | |
| int | PlayerIndex [get, set] |
| SubsystemGameWidgets | SubsystemGameWidgets [get, set] |
| SubsystemPlayers | SubsystemPlayers [get, set] |
| ComponentPlayer | ComponentPlayer [get, set] |
| Entity | LastDeadPlayer [get, set] |
| GameWidget | GameWidget [get] |
| Vector3 | SpawnPosition [get, set] |
| double | FirstSpawnTime [get, set] |
| double | LastSpawnTime [get, set] |
| int | SpawnsCount [get, set] |
| string | Name [get, set] |
| bool | IsDefaultName [get, set] |
| PlayerClass | PlayerClass [get, set] |
| float | Level [get, set] |
| string | CharacterSkinName [get, set] |
| WidgetInputDevice | InputDevice [get, set] |
| bool | IsReadyForPlaying [get] |
| bool | IsTimeReadyToSpawn [get] |
| Game.PlayerData.PlayerData | ( | Project | project | ) |

| bool Game.PlayerData.CheckIsPointInWater | ( | Point3 | p | ) |


| void Game.PlayerData.Dispose | ( | ) |


| Vector3 Game.PlayerData.FindIntroSpawnPosition | ( | Vector2 | desiredSpawnPosition | ) |




| string Game.PlayerData.GetEntityTemplateName | ( | ) |

| void Game.PlayerData.HideSpawnDialog | ( | ) |


| void Game.PlayerData.Load | ( | ValuesDictionary | valuesDictionary | ) |
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static |


| void Game.PlayerData.OnEntityAdded | ( | Entity | entity | ) |


| void Game.PlayerData.OnEntityRemoved | ( | Entity | entity | ) |

| void Game.PlayerData.RandomizeCharacterSkin | ( | ) |


| void Game.PlayerData.ResetName | ( | ) |


| void Game.PlayerData.Save | ( | ValuesDictionary | valuesDictionary | ) |

| float Game.PlayerData.ScoreIntroSpawnPosition | ( | Vector2 | desiredSpawnPosition, |
| int | x, | ||
| int | z ) |


| float Game.PlayerData.ScoreNoIntroSpawnPosition | ( | Vector3 | desiredSpawnPosition, |
| int | x, | ||
| int | y, | ||
| int | z ) |


| void Game.PlayerData.Update | ( | ) |


| void Game.PlayerData.UpdateSpawnDialog | ( | string | largeMessage, |
| string | smallMessage, | ||
| float | progress, | ||
| bool | resetProgress ) |


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static |
| GameWidget Game.PlayerData.m_gameWidget |
| double Game.PlayerData.m_initialSpawnWaitTime = 0 |
| string Game.PlayerData.m_name |
| PlayerClass Game.PlayerData.m_playerClass |
| double? Game.PlayerData.m_playerDeathTime |
| float Game.PlayerData.m_progress |
| Project Game.PlayerData.m_project |
| double Game.PlayerData.m_respawnWaitTime = 2.0 |
| SpawnDialog Game.PlayerData.m_spawnDialog |
| SpawnMode Game.PlayerData.m_spawnMode |
| StateMachine Game.PlayerData.m_stateMachine = new() |
| SubsystemGameInfo Game.PlayerData.m_subsystemGameInfo |
| SubsystemSky Game.PlayerData.m_subsystemSky |
| SubsystemTerrain Game.PlayerData.m_subsystemTerrain |
| double Game.PlayerData.m_terrainWaitStartTime |
| bool Game.PlayerData.ReduceLevelUponDeath = true |
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