The fields of the Human class are listed below. For a complete list of Human class members, see the Human Members topic.
_destination (inherited from GameObject) | |
_MAP_IMAGE_LOCATION | |
_mapIndex | |
_MapStart | |
_spawnPosition (inherited from Player) | Respawn position |
_STACK_IMAGE_LOCATION | |
_stackIndex | |
_StackStart | |
animator (inherited from GameObject) | Model animator |
attackMagnitude (inherited from Player) | 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 (inherited from Player) | Invert controller |
currentAnimation (inherited from GameObject) | Animation currently running |
destinationReached (inherited from GameObject) | |
die (inherited from GameObject) | Die animation |
drawShield (inherited from Player) | Draw object to use for drawing the shield |
fpvEnabled (inherited from Player) | 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 (inherited from Player) | 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 (inherited from Player) | 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 (inherited from Player) | ID of player who killed this player |
kills (inherited from Player) | Kill count |
localTerrainHeight (inherited from GameObject) | Terrain height at object's x/z location. |
lookAtPoint (inherited from Player) | Target point |
manna (inherited from Player) | Player manna |
MapXOffset | |
MapYOffset | |
modelAnimated (inherited from GameObject) | Game Object animated or not |
normalComponent (inherited from GameObject) | Normal component of force calculations. |
numberOfKeysFound (inherited from Player) | Number of keys collected |
playerIndex (inherited from Player) | Player ID |
respawnTimer (inherited from Player) | Timer before the player is respawned |
StackXOffset | |
StackYOffset | |
staticObjectValues (inherited from GameObject) | Used to pass static instance data to shader (for static objects) |
stopRumble (inherited from Player) | 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 (inherited from Player) | Type of the targeted object |
terrainModEnabled (inherited from Player) | Player using terrainMod |
terrainModTarget (inherited from Player) | Terrain Mod target location |
terrainTime (inherited from Player) | 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 (inherited from Player) | Attack amount +ve = player is attacking, -ve = player is defending and 0 = doing nothing |
attackTemperature (inherited from Player) | Thermal value of attack |
damageIndicator (inherited from Player) | Indicates if Human was hurt |
hitWhere (inherited from Player) | List of where the player has been hit |
keyIndicator (inherited from Player) | Indicates if Human picked up a key |
killInfo (inherited from Player) | Index of killing player |
killingParticle (inherited from Player) | Particle which killed the player |
lastModeSelected (inherited from Player) | Last Attack mode selected |
mannaIndicator (inherited from Player) | Indicates if Human gained/lost manna |
IHuman.SetSpawnPoint | Child class of player which handles human interactions with the game |
Human Class | DarkWynter.Game.GameObjects Namespace