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版本:0.4.1

Struct PlayerComponent

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

public struct PlayerComponent : IComponent, INetSerializable

Implements​

IComponent, INetSerializable

Inherited Members​

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

Properties​

Nickname​

Globally persisted player nickname. NicknameComponent attached to an area-scoped player character entity is recreated from this value on area change.

public NativeString256 Nickname { get; set; }

Property Value​

NativeString256

TeamId​

This is the players' Team ID, used in PvP, possibly in the future in creative mode This is separate separated out from the TeamID on the main character which describes directly the team of the underlying game actor.

public int TeamId { get; set; }

Property Value​

int

Methods​

Assign(in PlayerComponent)​

public void Assign(in PlayerComponent value)

Parameters​

value PlayerComponent

Deserialize(NetDataReader)​

public void Deserialize(NetDataReader reader)

Parameters​

reader NetDataReader

GetChangeComponent()​

public Type GetChangeComponent()

Returns​

Type

NicknameNotifyChanged(int)​

public void NicknameNotifyChanged(int id)

Parameters​

id int

Serialize(NetDataWriter)​

public void Serialize(NetDataWriter writer)

Parameters​

writer NetDataWriter

TeamIdNotifyChanged(int)​

public void TeamIdNotifyChanged(int id)

Parameters​

id int

  • Properties
    • Nickname
    • TeamId
  • Methods
    • Assign(in PlayerComponent)
    • Deserialize(NetDataReader)
    • GetChangeComponent()
    • NicknameNotifyChanged(int)
    • Serialize(NetDataWriter)
    • TeamIdNotifyChanged(int)