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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)