C# 클래스 GameEntities.PlayerCharacter

상속: GameCharacter
파일 보기 프로젝트 열기: DarrenHassan/GDM4242-GroupD 1 사용 예제들

Private Properties

프로퍼티 타입 설명
Client_ReceiveActiveWeapon void
Client_ReceiveContusionTimeRemaining void
Client_ReceiveWeaponVerticalAngle void
CreateActiveWeaponAttachedObject void
GetActiveWeapon int
Server_SendContusionTimeRemainingToClients void
Server_SendSetActiveWeaponToClients void
Server_SendWeaponVerticalAngleToClients void
Server_TickSendWeaponVerticalAngleToClients void
SetActiveNextWeapon void
SetActivePreviousWeapon void
TickContusionTime void
UpdateTPSArcadeLookDirection void
WeaponTryFire void
WeaponTryReload void
activeWeapon_PreFire void

공개 메소드들

메소드 설명
ApplyChangeMapInformation ( ChangeMapInformation information, SpawnPoint spawnPoint ) : void
GetChangeMapInformation ( MapChangeRegion region ) : ChangeMapInformation
GetWeaponIndex ( WeaponType weaponType ) : int
SetActiveWeapon ( int index ) : bool
TakeBullets ( BulletType bulletType, int count ) : bool
TakeWeapon ( WeaponType weaponType ) : bool

보호된 메소드들

메소드 설명
Client_OnTick ( ) : void
OnCopyTransform ( MapObject from ) : void
OnIntellectCommand ( Intellect command ) : void
OnPostCreate ( bool loaded ) : void

Overridden from Engine.EntitySystem.Entity.OnPostCreate(Boolean).

OnRelatedEntityDelete ( Entity entity ) : void

Overridden from Engine.EntitySystem.Entity.OnRelatedEntityDelete(Entity)

OnRender ( Engine.Camera camera ) : void

Overridden from Engine.MapSystem.MapObject.OnRender(Camera).

OnTick ( ) : void

Overridden from Engine.EntitySystem.Entity.OnTick().

Server_OnClientConnectedAfterPostCreate ( RemoteEntityWorld remoteEntityWorld ) : void

비공개 메소드들

메소드 설명
Client_ReceiveActiveWeapon ( RemoteEntityWorld sender, ReceiveDataReader reader ) : void
Client_ReceiveContusionTimeRemaining ( RemoteEntityWorld sender, ReceiveDataReader reader ) : void
Client_ReceiveWeaponVerticalAngle ( RemoteEntityWorld sender, ReceiveDataReader reader ) : void
CreateActiveWeaponAttachedObject ( ) : void
GetActiveWeapon ( ) : int
Server_SendContusionTimeRemainingToClients ( IList remoteEntityWorlds ) : void
Server_SendSetActiveWeaponToClients ( IList remoteEntityWorlds ) : void
Server_SendWeaponVerticalAngleToClients ( IList remoteEntityWorlds, float angle ) : void
Server_TickSendWeaponVerticalAngleToClients ( ) : void
SetActiveNextWeapon ( ) : void
SetActivePreviousWeapon ( ) : void
TickContusionTime ( ) : void
UpdateTPSArcadeLookDirection ( ) : void
WeaponTryFire ( bool alternative ) : void
WeaponTryReload ( ) : void
activeWeapon_PreFire ( Weapon entity, bool alternative ) : void

메소드 상세

ApplyChangeMapInformation() 공개 메소드

public ApplyChangeMapInformation ( ChangeMapInformation information, SpawnPoint spawnPoint ) : void
information ChangeMapInformation
spawnPoint SpawnPoint
리턴 void

Client_OnTick() 보호된 메소드

protected Client_OnTick ( ) : void
리턴 void

GetChangeMapInformation() 공개 메소드

public GetChangeMapInformation ( MapChangeRegion region ) : ChangeMapInformation
region MapChangeRegion
리턴 ChangeMapInformation

GetWeaponIndex() 공개 메소드

public GetWeaponIndex ( WeaponType weaponType ) : int
weaponType WeaponType
리턴 int

OnCopyTransform() 보호된 메소드

protected OnCopyTransform ( MapObject from ) : void
from MapObject
리턴 void

OnIntellectCommand() 보호된 메소드

protected OnIntellectCommand ( Intellect command ) : void
command Intellect
리턴 void

OnPostCreate() 보호된 메소드

Overridden from Engine.EntitySystem.Entity.OnPostCreate(Boolean).
protected OnPostCreate ( bool loaded ) : void
loaded bool
리턴 void

OnRelatedEntityDelete() 보호된 메소드

Overridden from Engine.EntitySystem.Entity.OnRelatedEntityDelete(Entity)
protected OnRelatedEntityDelete ( Entity entity ) : void
entity Entity
리턴 void

OnRender() 보호된 메소드

Overridden from Engine.MapSystem.MapObject.OnRender(Camera).
protected OnRender ( Engine.Camera camera ) : void
camera Engine.Camera
리턴 void

OnTick() 보호된 메소드

Overridden from Engine.EntitySystem.Entity.OnTick().
protected OnTick ( ) : void
리턴 void

Server_OnClientConnectedAfterPostCreate() 보호된 메소드

protected Server_OnClientConnectedAfterPostCreate ( RemoteEntityWorld remoteEntityWorld ) : void
remoteEntityWorld RemoteEntityWorld
리턴 void

SetActiveWeapon() 공개 메소드

public SetActiveWeapon ( int index ) : bool
index int
리턴 bool

TakeBullets() 공개 메소드

public TakeBullets ( BulletType bulletType, int count ) : bool
bulletType BulletType
count int
리턴 bool

TakeWeapon() 공개 메소드

public TakeWeapon ( WeaponType weaponType ) : bool
weaponType WeaponType
리턴 bool