Class Round
A set of tools to handle the round more easily.
public static class Round
- Inheritance
-
Round
- Inherited Members
Properties
AliveSides
Gets a IEnumerable<T> indicating the sides that are currently alive.
public static IEnumerable<Side> AliveSides { get; }
Property Value
ChangedIntoZombies
Gets or sets the number of players who have been turned into zombies.
public static int ChangedIntoZombies { get; set; }
Property Value
ElapsedTime
Gets the time elapsed from the start of the round.
public static TimeSpan ElapsedTime { get; }
Property Value
- See Also
EscapedDClasses
Gets or sets the number of players who have escaped as PlayerRoles.RoleTypeId.ClassD.
public static int EscapedDClasses { get; set; }
Property Value
EscapedScientists
Gets or sets the number of players who have escaped as PlayerRoles.RoleTypeId.Scientist.
public static int EscapedScientists { get; set; }
Property Value
ExtraTargetCount
Gets or sets a value indicating the amount of Extra Targets remaining.
public static int ExtraTargetCount { get; set; }
Property Value
IgnoredPlayers
Gets a list of players who will be ignored from determining round end.
public static HashSet<ReferenceHub> IgnoredPlayers { get; }
Property Value
- HashSet<ReferenceHub>
InProgress
Gets a value indicating whether the round in progress.
public static bool InProgress { get; }
Property Value
InitialLobbyWaitingTime
Gets get the initial lobby Waiting Time.
public static short InitialLobbyWaitingTime { get; }
Property Value
IsEnded
Gets a value indicating whether the round is ended.
public static bool IsEnded { get; }
Property Value
IsLobby
Gets a value indicating whether the round is lobby.
public static bool IsLobby { get; }
Property Value
IsLobbyLocked
Gets or sets a value indicating whether the lobby is locked.
public static bool IsLobbyLocked { get; set; }
Property Value
IsLocked
Gets or sets a value indicating whether the round is locked.
public static bool IsLocked { get; set; }
Property Value
IsStarted
Gets a value indicating whether the round is started.
public static bool IsStarted { get; }
Property Value
Kills
Gets or sets the number of kills.
public static int Kills { get; set; }
Property Value
KillsByScp
Gets or sets the number of kills made by SCPs.
public static int KillsByScp { get; set; }
Property Value
LastClassList
Gets a value indicating the last ClassList.
public static RoundSummary.SumInfo_ClassList LastClassList { get; }
Property Value
- RoundSummary.SumInfo_ClassList
Remarks
this value is only updated when Round is InProgress and not IsLocked.
LobbyWaitingTime
Gets or sets the timer for waiting players in lobby.
public static short LobbyWaitingTime { get; set; }
Property Value
NextRoundAction
Gets or sets the action to do at round end.
public static ServerStatic.NextRoundAction NextRoundAction { get; set; }
Property Value
- ServerStatic.NextRoundAction
StartedTime
Gets the start time of the round.
public static DateTime StartedTime { get; }
Property Value
- See Also
SurvivingSCPs
Gets or sets the number of surviving SCPs.
public static int SurvivingSCPs { get; set; }
Property Value
UptimeRounds
Gets or sets the number of rounds since the server started.
public static int UptimeRounds { get; set; }
Property Value
Methods
EndRound(bool)
Forces the round to end, regardless of which factions are alive.
public static bool EndRound(bool forceEnd = false)
Parameters
forceEndboolIndicates whether it'll force the restart with no check if it's locked.
Returns
ResetCountDown()
Reset the CountDown from Config Value.
public static void ResetCountDown()
Restart(bool, bool, NextRoundAction)
Restarts the round with custom settings.
public static void Restart(bool fastRestart = true, bool overrideRestartAction = false, ServerStatic.NextRoundAction restartAction = NextRoundAction.DoNothing)
Parameters
fastRestartboolIndicates whether it'll be a fast restart. If it's a fast restart, then players won't be reconnected from the server; otherwise, they will.
overrideRestartActionboolOverrides a value of ServerStatic.NextRoundAction. Makes sense if someone used a command to set another action.
restartActionServerStatic.NextRoundActionThe ServerStatic.NextRoundAction.
ServerStatic.NextRoundAction.DoNothing - does nothing, just restarts the round silently. ServerStatic.NextRoundAction.Restart - restarts the server, reconnects all players. ServerStatic.NextRoundAction.Shutdown - shutdowns the server, also disconnects all players.
RestartSilently()
Restarts the round silently.
public static void RestartSilently()
Start()
Start the round.
public static void Start()