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版本:0.3.1

Struct MainCharacterComponent

Namespace: ReadyM.Wukong.Common.ECS.Components
Assembly: ReadyM.Wukong.Common.dll

Holds the main character state.

public struct MainCharacterComponent : IIndexedComponent<PlayerId>, IComponent, INetSerializable

Implements​

IIndexedComponent<PlayerId>, IComponent, INetSerializable

Inherited Members​

object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()

Constructors​

MainCharacterComponent()​

Holds the main character state.

public MainCharacterComponent()

Properties​

Attributes​

public AttributesState Attributes { get; set; }

Property Value​

AttributesState

BeguilingChantEligible​

public bool BeguilingChantEligible { get; set; }

Property Value​

bool

Equipment​

public EquipmentState Equipment { get; set; }

Property Value​

EquipmentState

InJump​

public bool InJump { get; set; }

Property Value​

bool

IsAttacking​

public bool IsAttacking { get; set; }

Property Value​

bool

IsFalling​

public bool IsFalling { get; set; }

Property Value​

bool

IsFlying​

public bool IsFlying { get; set; }

Property Value​

bool

IsLandingMove​

public bool IsLandingMove { get; set; }

Property Value​

bool

IsSpectator​

public bool IsSpectator { get; set; }

Property Value​

bool

IsStandRotate​

public bool IsStandRotate { get; set; }

Property Value​

bool

IsTransformed​

public bool IsTransformed { get; set; }

Property Value​

bool

MoveAcceleration​

public Vector3 MoveAcceleration { get; set; }

Property Value​

Vector3

MoveSpeedLevel​

public MoveSpeedLevel MoveSpeedLevel { get; set; }

Property Value​

MoveSpeedLevel

MoveSpeedState​

public MoveSpeedLevel MoveSpeedState { get; set; }

Property Value​

MoveSpeedLevel

OrientRotationToMovement​

public bool OrientRotationToMovement { get; set; }

Property Value​

bool

PlayerId​

public PlayerId PlayerId { get; set; }

Property Value​

PlayerId

RebirthPointId​

public int RebirthPointId { get; set; }

Property Value​

int

ShouldWaitRotateFinished​

public bool ShouldWaitRotateFinished { get; set; }

Property Value​

bool

SpectatorReason​

public SpectatorReason SpectatorReason { get; set; }

Property Value​

SpectatorReason

TurnInplaceRemainAngle​

public float TurnInplaceRemainAngle { get; set; }

Property Value​

float

TurnInplaceTargetRotation​

public Vector3 TurnInplaceTargetRotation { get; set; }

Property Value​

Vector3

Velocity​

public Vector3 Velocity { get; set; }

Property Value​

Vector3

WaitingSequenceId​

public int WaitingSequenceId { get; set; }

Property Value​

int

Methods​

Assign(in MainCharacterComponent)​

public void Assign(in MainCharacterComponent value)

Parameters​

value MainCharacterComponent

Deserialize(NetDataReader)​

public void Deserialize(NetDataReader reader)

Parameters​

reader NetDataReader

GetIndexedValue()​

Returns the value of the indexed component field.

public PlayerId GetIndexedValue()

Returns​

PlayerId

Serialize(NetDataWriter)​

public void Serialize(NetDataWriter writer)

Parameters​

writer NetDataWriter

  • Constructors
    • MainCharacterComponent()
  • Properties
    • Attributes
    • BeguilingChantEligible
    • Equipment
    • InJump
    • IsAttacking
    • IsFalling
    • IsFlying
    • IsLandingMove
    • IsSpectator
    • IsStandRotate
    • IsTransformed
    • MoveAcceleration
    • MoveSpeedLevel
    • MoveSpeedState
    • OrientRotationToMovement
    • PlayerId
    • RebirthPointId
    • ShouldWaitRotateFinished
    • SpectatorReason
    • TurnInplaceRemainAngle
    • TurnInplaceTargetRotation
    • Velocity
    • WaitingSequenceId
  • Methods
    • Assign(in MainCharacterComponent)
    • Deserialize(NetDataReader)
    • GetIndexedValue()
    • Serialize(NetDataWriter)