Class FpcRole
Defines a role that represents an fpc class.
public abstract class FpcRole : Role, IWrapper<PlayerRoleBase>, IVoiceRole
- Inheritance
-
FpcRole
- Implements
-
IWrapper<PlayerRoleBase>
- Derived
- Inherited Members
- Extension Methods
Constructors
FpcRole(FpcStandardRoleBase)
Initializes a new instance of the FpcRole class.
protected FpcRole(FpcStandardRoleBase baseRole)
Parameters
baseRoleFpcStandardRoleBasethe base PlayerRoles.PlayerRoleBase.
Properties
CanSendInputs
Gets a value indicating whether the player can send inputs.
public bool CanSendInputs { get; }
Property Value
ClientRelativePosition
Gets or sets the player's relative position as perceived by the client.
public RelativePosition ClientRelativePosition { get; set; }
Property Value
- RelativePosition
CrouchingSpeed
Gets or sets the Role crouching speed.
public float CrouchingSpeed { get; set; }
Property Value
FallDamageMultiplier
Gets or sets the multiplier of Falldown damage.
public float FallDamageMultiplier { get; set; }
Property Value
FirstPersonController
Gets the FirstPersonController.
public FpcStandardRoleBase FirstPersonController { get; }
Property Value
- FpcStandardRoleBase
Gravity
Gets or sets the player's gravity.
public Vector3 Gravity { get; set; }
Property Value
- Vector3
HorizontalRotation
Gets the Player's horizontal rotation.
public float HorizontalRotation { get; }
Property Value
IsAfk
Gets a value indicating whether the Player is AFK.
public bool IsAfk { get; }
Property Value
IsCrouching
Gets a value indicating whether the Player is crouching.
public bool IsCrouching { get; }
Property Value
IsFallDamageEnable
Gets or sets a value indicating whether if the player should get Falldown damage.
public bool IsFallDamageEnable { get; set; }
Property Value
IsGrounded
Gets a value indicating whether the player is on the ground.
public bool IsGrounded { get; }
Property Value
IsHumeShieldedRole
Gets a value indicating whether this role is protected by a hume shield.
public bool IsHumeShieldedRole { get; }
Property Value
IsInDarkness
Gets a value indicating whether the Player is in darkness.
public bool IsInDarkness { get; }
Property Value
IsInvisible
Gets or sets a value indicating whether the player is invisible.
public bool IsInvisible { get; set; }
Property Value
IsInvisibleFor
Gets a list of players who can't see the player.
public HashSet<Player> IsInvisibleFor { get; }
Property Value
IsNoclipEnabled
Gets or sets a value indicating whether the player has noclip enabled.
[Obsolete("Use Player::IsNoclipEnabled instead")]
public bool IsNoclipEnabled { get; set; }
Property Value
Remarks
For permitting a player to enter and exit noclip freely, see IsNoclipPermitted.
- See Also
IsUsingStamina
Gets or sets a value indicating whether the player should use stamina system. Resets on death.
public bool IsUsingStamina { get; set; }
Property Value
JumpingSpeed
Gets or sets the Role jumping speed.
public float JumpingSpeed { get; set; }
Property Value
Model
Gets or sets the PlayerRoles.FirstPersonControl.Thirdperson.CharacterModel associated with the player.
public CharacterModel Model { get; set; }
Property Value
- CharacterModel
MoveState
Gets or sets the player's current PlayerRoles.FirstPersonControl.PlayerMovementState.
public PlayerMovementState MoveState { get; set; }
Property Value
- PlayerMovementState
MovementDetected
Gets or sets a value indicating whether if a movement is detected on a Player.
public bool MovementDetected { get; set; }
Property Value
MovementSpeed
Gets the Player's current movement speed.
public virtual float MovementSpeed { get; }
Property Value
Ragdoll
Gets or sets a prefab ragdoll for this role.
public BasicRagdoll Ragdoll { get; set; }
Property Value
- BasicRagdoll
RelativePosition
Gets or sets the player's relative position as perceived by the server.
public RelativePosition RelativePosition { get; set; }
Property Value
- RelativePosition
RotationDetected
Gets or sets a value indicating whether if a rotation is detected on the player.
public bool RotationDetected { get; set; }
Property Value
Scale
Gets or sets the player's scale.
public Vector3 Scale { get; set; }
Property Value
- Vector3
SpectatableModuleBase
Gets a SpectatableModuleBase for this role.
public SpectatableModuleBase SpectatableModuleBase { get; }
Property Value
- SpectatableModuleBase
SprintingSpeed
Gets or sets the Role sprinting speed.
public float SprintingSpeed { get; set; }
Property Value
StaminaRegenMultiplier
Gets or sets the stamina regen multiplier. Resets on death.
public float StaminaRegenMultiplier { get; set; }
Property Value
StaminaUsageMultiplier
Gets or sets the stamina usage multiplier. Resets on death.
public float StaminaUsageMultiplier { get; set; }
Property Value
Velocity
Gets or sets the Player velocity.
public Vector3 Velocity { get; set; }
Property Value
- Vector3
VerticalRotation
Gets the Player's vertical rotation.
public float VerticalRotation { get; }
Property Value
VisibilityController
Gets a VisibilityController for this role.
public VisibilityController VisibilityController { get; }
Property Value
- VisibilityController
VoiceModule
Gets a voice module for this role.
public VoiceModuleBase VoiceModule { get; }
Property Value
- VoiceModuleBase
WalkingSpeed
Gets or sets the Role walking speed.
public float WalkingSpeed { get; set; }
Property Value
Methods
~FpcRole()
Finalizes an instance of the FpcRole class.
protected ~FpcRole()
Jump(float?)
Makes the player jump using the default or a specified strength.
public void Jump(float? jumpStrength = null)
Parameters
jumpStrengthfloat?Optional. The strength of the jump. If not provided, the default jump speed for Role is used.
ResetStamina(bool)
Resets the Player's stamina.
public void ResetStamina(bool multipliers = false)
Parameters
multipliersboolResets StaminaUsageMultiplier and StaminaRegenMultiplier.
TryGetBoneTransform(HumanBodyBones, out Transform)
Tries to get the UnityEngine.Transform of a specified UnityEngine.HumanBodyBones bone.
public bool TryGetBoneTransform(HumanBodyBones bone, out Transform boneTransform)
Parameters
boneHumanBodyBonesThe bone to get the UnityEngine.Transform of.
boneTransformTransformWhen this method returns, contains the UnityEngine.Transform of the specified bone, if found; otherwise,
null.
Returns
- bool
trueif the bone transform was found; otherwise,false.