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Overloaded. Initializes a new instance of the Player class. |
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![]() | Respawn position |
![]() | Model animator |
![]() | Mass value of attack |
![]() | Defines the scale of damage or health an object bestows. |
![]() | Defines what kind of collision response this GameObject should have. |
![]() | Used in collision; combined velocity and totalForce normal calculation. |
![]() | Used in collision; combined velocity and totalForce tangential calculation. |
![]() | Index to the game controller associated with this object |
![]() | Invert controller |
![]() | Animation currently running |
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![]() | Die animation |
![]() | Draw object to use for drawing the shield |
![]() | First person view enabled/disabled |
![]() | Used in collision; gravity normal calculation. |
![]() | Used in collision; tangential gravity-force calculation. |
![]() | Player health |
![]() | Difference between object height and terrain at it's x/z location. HeightDifference is positive when object is below the terrain. |
![]() | GameObject the player is holding, if it has picked one up |
![]() | Idle animation |
![]() | 3D Cue used with jump sound. |
![]() | ID of player who killed this player |
![]() | Kill count |
![]() | Terrain height at object's x/z location. |
![]() | Target point |
![]() | Player manna |
![]() | Game Object animated or not |
![]() | Normal component of force calculations. |
![]() | Number of keys collected |
![]() | Player ID |
![]() | Timer before the player is respawned |
![]() | Used to pass static instance data to shader (for static objects) |
![]() | Stop rumble on the controller |
![]() | Used in collision; surface normal calculation. |
![]() | Tangential component of force calculations. |
![]() | Type of the targeted object |
![]() | Player using terrainMod |
![]() | Terrain Mod target location |
![]() | Time to do the terrain modifications |
![]() | Used in collision; normal totalForce calculation. |
![]() | Used in collision; tangential totalForce calculation. |
![]() | Used in collision; normal velocity-force calculation. |
![]() | Used in collision; tangential velocity-force calculation. |
![]() | Walk animation |
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![]() | Draw object |
![]() | AI Vision Draw object |
![]() | Draw object's bounding volume |
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![]() | Defines if this object is collectable by players. |
![]() | Defines if this object is a Key object collected to pass the level. |
![]() | Draw object |
![]() | Mass object, handles physics of GameObject. |
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![]() | Text identifier for model name. |
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![]() | Assign kill credit to responsible player |
![]() | Method called when the player detects that an attack/defend has been invoked |
![]() | Method called when the magnitude button has been pressed |
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![]() | Overloaded. Method called when a mode switch event has been triggered |
![]() | Method called when the temperature button has been pressed |
![]() | Method invoked when the attack/defend button is pressed |
![]() | Change the player's health |
![]() | Change Manna of Player |
![]() | Check to see if the player is flying or on the ground |
![]() | General case draw function |
![]() | Called after Draw method. Allows GameObjects to add Billboards to be drawn. List is cleared each pass, or frame. |
![]() | Draw the player model for AI-Vision pass |
![]() | Draw HUD elements |
![]() | Draw player's shield around the player when it is enabled |
![]() | Determines whether the specified Object is equal to the current Object. |
![]() | Toggle First Person View |
![]() | Serves as a hash function for a particular type. GetHashCode is suitable for use in hashing algorithms and data structures like a hash table. |
![]() | Sets the heightDifference parameter for this GameObject. HeightDifference is positive when object is below the terrain. |
![]() | Gets the Type of the current instance. |
![]() | Check if player is alive |
![]() | Check if this player is a human |
![]() | Method called when a jump event has been triggered |
![]() | Overloaded. Kill the player |
![]() | Load information from XML |
![]() | Load object data from Xml. |
![]() | Load model data from XML |
![]() | Add Player specific responses to an object to object collision involving this and collidedObject. Uses collidedObject.collisionWithPlayerResponse to determine health and manna bonuses and damage. |
![]() | Check if the player was hit by a particle |
![]() | Prepare to fire the particle |
![]() | Method called when the rotation buttons have been pressed |
![]() | Runs the appropriate animation on the model |
![]() | Set player's alpha component |
![]() | Set player's blue component |
![]() | Set player's green component |
![]() | Set player's red component |
![]() | Set the player's spawn point |
![]() | Respawn our player |
![]() | Add Player specific responses to an object-terrain collision If on the terrain, Player is either in WALK or HOVER mode. Walk mode sets Player to the Terrain height at Player's location in the heightmap Hover mode uses force-based motion |
![]() | Method called when the movement toggle button has been pressed |
![]() | Returns a String that represents the current Object. |
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![]() | Method called when the motion buttons have been pressed |
![]() | Update player |
![]() | Method called when the zoom toggle button has been pressed |
![]() | Attack amount +ve = player is attacking, -ve = player is defending and 0 = doing nothing |
![]() | Thermal value of attack |
![]() | Indicates if Human was hurt |
![]() | List of where the player has been hit |
![]() | Indicates if Human picked up a key |
![]() | Index of killing player |
![]() | Particle which killed the player |
![]() | Last Attack mode selected |
![]() | Indicates if Human gained/lost manna |
![]() | Allows an Object to attempt to free resources and perform other cleanup operations before the Object is reclaimed by garbage collection. |
![]() | Creates a shallow copy of the current Object. |
![]() | Method for updating the rumble when an attack/defend button is pressed |
Player Class | DarkWynter.Engine.GameObjects Namespace