Struct Player
Namespace: ReadyM.SDK.Archetypes.Core
Assembly: ReadyM.SDK.dll
A scope for one connected player, from connecting until disconnecting.
[Archetype(true)]
public readonly struct Player : IScope, IArchetype, IArchetypeQueryable, IEntityShape, IIndexed<PlayerId>
Implements
IScope, IArchetype, IArchetypeQueryable, IEntityShape, IIndexed<PlayerId>
Inherited Members
object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()
Extension Methods
ArchetypeExtensions.IsValid<Player>(Player)
Properties
IsValid
public bool IsValid { get; }
Property Value
PlayerId
Which player this is.
public PlayerId PlayerId { get; set; }
Property Value
PlayerId
Methods
As<T>()
public T As<T>() where T : struct, IArchetypeQueryable
Returns
T
Type Parameters
T
Is<T>()
public bool Is<T>() where T : struct, IArchetypeQueryable
Returns
Type Parameters
T
Keep()
This entity, which it already is: a loop over this shape hands over the shape itself.
public Player Keep()
Returns
Remarks
Here so taking something out of a loop reads the same whichever way the loop walks. Whether a shape is walked by chunk follows from what it includes, which the call site cannot see and which changes when an include does.
TryAs<T>(out T)
public bool TryAs<T>(out T archetype) where T : struct, IArchetypeQueryable
Parameters
archetype T
Returns
Type Parameters
T
Operators
implicit operator Scope(Player)
public static implicit operator Scope(Player value)
Parameters
value Player
Returns
Scope