The fields of the Player class are listed below. For a complete list of Player class members, see the Player Members topic.
_destination (inherited from GameObject) | |
_spawnPosition | Respawn position |
animator (inherited from GameObject) | Model animator |
attackMagnitude | Mass value of attack |
collisionMultiplier (inherited from GameObject) | Defines the scale of damage or health an object bestows. |
collisionWithPlayerResponse (inherited from GameObject) | Defines what kind of collision response this GameObject should have. |
combinedNormalForce (inherited from GameObject) | Used in collision; combined velocity and totalForce normal calculation. |
combinedTangentialForce (inherited from GameObject) | Used in collision; combined velocity and totalForce tangential calculation. |
controllerIndex (inherited from GameObject) | Index to the game controller associated with this object |
controlsInverted | Invert controller |
currentAnimation (inherited from GameObject) | Animation currently running |
destinationReached (inherited from GameObject) | |
die (inherited from GameObject) | Die animation |
drawShield | Draw object to use for drawing the shield |
fpvEnabled | First person view enabled/disabled |
gravityNormalComponent (inherited from GameObject) | Used in collision; gravity normal calculation. |
gravityTangentialComponent (inherited from GameObject) | Used in collision; tangential gravity-force calculation. |
health | Player health |
heightDifference (inherited from GameObject) | Difference between object height and terrain at it's x/z location. HeightDifference is positive when object is below the terrain. |
holdingObject | GameObject the player is holding, if it has picked one up |
idle (inherited from GameObject) | Idle animation |
jump (inherited from GameObject) | 3D Cue used with jump sound. |
killedBy | ID of player who killed this player |
kills | Kill count |
localTerrainHeight (inherited from GameObject) | Terrain height at object's x/z location. |
lookAtPoint | Target point |
manna | Player manna |
modelAnimated (inherited from GameObject) | Game Object animated or not |
normalComponent (inherited from GameObject) | Normal component of force calculations. |
numberOfKeysFound | Number of keys collected |
playerIndex | Player ID |
respawnTimer | Timer before the player is respawned |
staticObjectValues (inherited from GameObject) | Used to pass static instance data to shader (for static objects) |
stopRumble | Stop rumble on the controller |
surfaceNormal (inherited from GameObject) | Used in collision; surface normal calculation. |
tangentialComponent (inherited from GameObject) | Tangential component of force calculations. |
targetObject | Type of the targeted object |
terrainModEnabled | Player using terrainMod |
terrainModTarget | Terrain Mod target location |
terrainTime | Time to do the terrain modifications |
totalForceNormalComponent (inherited from GameObject) | Used in collision; normal totalForce calculation. |
totalForceTangentialComponent (inherited from GameObject) | Used in collision; tangential totalForce calculation. |
velocityNormalComponent (inherited from GameObject) | Used in collision; normal velocity-force calculation. |
velocityTangentialComponent (inherited from GameObject) | Used in collision; tangential velocity-force calculation. |
walk (inherited from GameObject) | Walk animation |
attackAmount | Attack amount +ve = player is attacking, -ve = player is defending and 0 = doing nothing |
attackTemperature | Thermal value of attack |
damageIndicator | Indicates if Human was hurt |
hitWhere | List of where the player has been hit |
keyIndicator | Indicates if Human picked up a key |
killInfo | Index of killing player |
killingParticle | Particle which killed the player |
lastModeSelected | Last Attack mode selected |
mannaIndicator | Indicates if Human gained/lost manna |
Player Class | DarkWynter.Engine.GameObjects Namespace