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Document Player API

tags/v1.0.0
NGnius (Graham) 4 years ago
parent
commit
5168bfbad7
1 changed files with 65 additions and 2 deletions
  1. +65
    -2
      GamecraftModdingAPI/Player.cs

+ 65
- 2
GamecraftModdingAPI/Player.cs View File

@@ -7,11 +7,19 @@ using GamecraftModdingAPI.Utility;

namespace GamecraftModdingAPI
{
/// <summary>
/// An in-game player character. Any Leo you see is a player.
/// </summary>
public class Player
{
// static functionality
private static PlayerEngine playerEngine = new PlayerEngine();

/// <summary>
/// Checks if the specified player exists.
/// </summary>
/// <returns>Whether the player exists.</returns>
/// <param name="player">Player type.</param>
public static bool Exists(PlayerType player)
{
switch (player)
@@ -24,11 +32,20 @@ namespace GamecraftModdingAPI
return false;
}

/// <summary>
/// Checks if the specified player exists.
/// </summary>
/// <returns>Whether the player exists.</returns>
/// <param name="player">The player's unique identifier.</param>
public static bool Exists(uint player)
{
return playerEngine.ExistsById(player);
}

/// <summary>
/// Initializes a new instance of the <see cref="T:GamecraftModdingAPI.Player"/> class.
/// </summary>
/// <param name="id">The player's unique identifier.</param>
public Player(uint id)
{
this.Id = id;
@@ -39,6 +56,10 @@ namespace GamecraftModdingAPI
this.Type = playerEngine.GetLocalPlayer() == id ? PlayerType.Local : PlayerType.Remote;
}

/// <summary>
/// Initializes a new instance of the <see cref="T:GamecraftModdingAPI.Player"/> class.
/// </summary>
/// <param name="player">The player type. Chooses the first available player matching the criteria.</param>
public Player(PlayerType player)
{
uint localId = playerEngine.GetLocalPlayer();
@@ -60,10 +81,23 @@ namespace GamecraftModdingAPI

// object fields & properties

/// <summary>
/// The player's type.
/// The player type is always relative to the current client, not the game host.
/// </summary>
/// <value>The enumerated player type.</value>
public PlayerType Type { get; }

/// <summary>
/// The player's unique identifier.
/// </summary>
/// <value>The identifier.</value>
public uint Id { get; private set; }

/// <summary>
/// The player's current position.
/// </summary>
/// <value>The position.</value>
public float3 Position
{
get
@@ -77,6 +111,10 @@ namespace GamecraftModdingAPI
}
}

/// <summary>
/// The player's current rotation.
/// </summary>
/// <value>The rotation.</value>
public quaternion Rotation
{
get
@@ -90,6 +128,10 @@ namespace GamecraftModdingAPI
}
}

/// <summary>
/// The player's current velocity.
/// </summary>
/// <value>The velocity.</value>
public float3 Velocity
{
get
@@ -103,6 +145,10 @@ namespace GamecraftModdingAPI
}
}

/// <summary>
/// The player's current angular velocity.
/// </summary>
/// <value>The angular velocity.</value>
public float3 AngularVelocity
{
get
@@ -116,6 +162,10 @@ namespace GamecraftModdingAPI
}
}

/// <summary>
/// The player's mass.
/// </summary>
/// <value>The mass.</value>
public float Mass
{
get
@@ -123,14 +173,19 @@ namespace GamecraftModdingAPI
return 1f / playerEngine.GetMass(Id).InverseMass;
}

set
// FIXME: Setting mass doesn't do anything
/*set
{
playerEngine.SetInverseMass(Id, 1f / value);
}
}*/
}

private float _ping = -1f;

/// <summary>
/// The player's latest network ping time.
/// </summary>
/// <value>The ping (s).</value>
public float Ping
{
get
@@ -146,6 +201,14 @@ namespace GamecraftModdingAPI

// object methods

/// <summary>
/// Teleport the player to the specified coordinates.
/// </summary>
/// <param name="x">The x coordinate.</param>
/// <param name="y">The y coordinate.</param>
/// <param name="z">The z coordinate.</param>
/// <param name="relative">If set to <c>true</c> teleport relative to the player's current position.</param>
/// <param name="exitSeat">If set to <c>true</c> exit any seat the player is in.</param>
public void Teleport(float x, float y, float z, bool relative = true, bool exitSeat = true)
{
float3 location = new float3(x, y, z);


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