Component that takes care of identity of characters.
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proto external IEntity | GetHeadEntity () |
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proto external void | SetHeadAlpha (int a) |
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proto external void | SetVisibleAll (bool visible) |
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proto external bool | IsVisibleAll () |
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proto external bool | SetWoundState (string bodyPart, bool wound) |
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proto external bool | IsCovered (string bodyPart) |
| Check if bodypart is covered.
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proto external void | CommitChanges () |
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proto external Identity | GetIdentity () |
| Get identity of this character.
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proto external bool | CheckIdentityIDs (int alias, int name, int surname, int soundIdentity, int visualIdentity) |
| Check if given IDs are within bounds of existing identities in the current faction assigned to the owner.
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proto external bool | SetIdentityFromIDs (int alias, int name, int surname, int soundIdentity, int visualIdentity) |
| This will change identity to given ids defined in characters faction -> factionIdentity.
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proto external void | SetIdentity (Identity cfg) |
| Set the identity to the player, and replicates the identity to clients.
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void | OnBodyPartStateChanged (string bodyPart, bool visible, bool wounded) |
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bool | OnTicksOnRemoteProxy () |
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Component that takes care of identity of characters.
◆ CheckIdentityIDs()
proto external bool CharacterIdentityComponent.CheckIdentityIDs |
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int |
alias, |
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int |
name, |
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int |
surname, |
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int |
soundIdentity, |
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int |
visualIdentity |
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) |
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Check if given IDs are within bounds of existing identities in the current faction assigned to the owner.
- Returns
- true if all parameters are correct, false if one or more values is wrong or there is no faction component
◆ CommitChanges()
proto external void CharacterIdentityComponent.CommitChanges |
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◆ GetHeadEntity()
proto external IEntity CharacterIdentityComponent.GetHeadEntity |
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◆ GetIdentity()
proto external Identity CharacterIdentityComponent.GetIdentity |
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Get identity of this character.
◆ IsCovered()
proto external bool CharacterIdentityComponent.IsCovered |
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string |
bodyPart | ) |
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Check if bodypart is covered.
- Parameters
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◆ IsVisibleAll()
proto external bool CharacterIdentityComponent.IsVisibleAll |
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◆ OnBodyPartStateChanged()
void CharacterIdentityComponent.OnBodyPartStateChanged |
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string |
bodyPart, |
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bool |
visible, |
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bool |
wounded |
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◆ SetHeadAlpha()
proto external void CharacterIdentityComponent.SetHeadAlpha |
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int |
a | ) |
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◆ SetIdentity()
proto external void CharacterIdentityComponent.SetIdentity |
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Identity |
cfg | ) |
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Set the identity to the player, and replicates the identity to clients.
◆ SetIdentityFromIDs()
proto external bool CharacterIdentityComponent.SetIdentityFromIDs |
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int |
alias, |
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int |
name, |
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int |
surname, |
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int |
soundIdentity, |
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int |
visualIdentity |
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This will change identity to given ids defined in characters faction -> factionIdentity.
- Returns
- true on success false on wrong input
◆ SetVisibleAll()
proto external void CharacterIdentityComponent.SetVisibleAll |
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bool |
visible | ) |
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◆ SetWoundState()
proto external bool CharacterIdentityComponent.SetWoundState |
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string |
bodyPart, |
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bool |
wound |
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The documentation for this interface was generated from the following file:
- Game/generated/Character/CharacterIdentityComponent.c