Player Class Reference
Inheritance diagram for Player:
Collaboration diagram for Player:

Public Member Functions

void UpdateDialogueSystemData ()
 
void CmdUpdateDialogueSystemDataOnServer (string newData)
 
void SyncVarToParty_DialogueSystem (string varName)
 
void CmdSyncBoolVarToParty_DialogueSystem (string varName, bool value)
 
void CmdSyncFloatVarToParty_DialogueSystem (string varName, float value)
 
void CmdSyncStringVarToParty_DialogueSystem (string varName, string value)
 
void TargetSetBoolVar_DialogueSystem (NetworkConnection target, string varName, bool value)
 
void TargetSetFloatVar_DialogueSystem (NetworkConnection target, string varName, float value)
 
void TargetSetStringVar_DialogueSystem (NetworkConnection target, string varName, string value)
 
void CmdRequestMyClassName_DialogueSystem (string playerName)
 
void TargetSetClassName_DialogueSystem (NetworkConnection target, string className)
 
void DealDamageAt_DialogueSystem (Entity entity, int amount)
 
void TargetUseTrigger_DialogueSystem (NetworkConnection target, GameObject triggerObject)
 
void CmdSetSkillLevel_DialogueSystem (string skillName, int level)
 
void CmdAddExp_DialogueSystem (int x)
 
void CmdAddSkillExp_DialogueSystem (int x)
 
void CmdAddHealth_DialogueSystem (int x)
 
void CmdAddMana_DialogueSystem (int x)
 
void CmdAddStr_DialogueSystem (int x)
 
void CmdAddInt_DialogueSystem (int x)
 
void CmdAddGold_DialogueSystem (int x)
 
void CmdAddCoins_DialogueSystem (int x)
 
void CmdAddItemAmount_DialogueSystem (string itemName, int amount)
 
void CmdWarp_DialogueSystem (Vector3 destination)
 

Public Attributes

string dialogueSystemData
 
bool usePortraitIconForConversations = false
 
DSValidateInt dsValidateAddPlayerExp = delegate { return true; }
 
DSValidateInt dsValidateAddPlayerHealth = delegate { return true; }
 
DSValidateInt dsValidateAddPlayerMana = delegate { return true; }
 
DSValidateInt dsValidateAddPlayerStr = delegate { return true; }
 
DSValidateInt dsValidateAddPlayerInt = delegate { return true; }
 
DSValidateInt dsValidateAddPlayerGold = delegate { return true; }
 
DSValidateInt dsValidateAddPlayerCoins = delegate { return true; }
 
DSValidateItem dsValidateAddPlayerItem = delegate { return true; }
 

Protected Member Functions

void UpdateDialogueSystemDataNow ()
 

Member Function Documentation

◆ CmdAddCoins_DialogueSystem()

void Player.CmdAddCoins_DialogueSystem ( int  x)
inline

◆ CmdAddExp_DialogueSystem()

void Player.CmdAddExp_DialogueSystem ( int  x)
inline

◆ CmdAddGold_DialogueSystem()

void Player.CmdAddGold_DialogueSystem ( int  x)
inline

◆ CmdAddHealth_DialogueSystem()

void Player.CmdAddHealth_DialogueSystem ( int  x)
inline

◆ CmdAddInt_DialogueSystem()

void Player.CmdAddInt_DialogueSystem ( int  x)
inline

◆ CmdAddItemAmount_DialogueSystem()

void Player.CmdAddItemAmount_DialogueSystem ( string  itemName,
int  amount 
)
inline

◆ CmdAddMana_DialogueSystem()

void Player.CmdAddMana_DialogueSystem ( int  x)
inline

◆ CmdAddSkillExp_DialogueSystem()

void Player.CmdAddSkillExp_DialogueSystem ( int  x)
inline

◆ CmdAddStr_DialogueSystem()

void Player.CmdAddStr_DialogueSystem ( int  x)
inline

◆ CmdRequestMyClassName_DialogueSystem()

void Player.CmdRequestMyClassName_DialogueSystem ( string  playerName)
inline

◆ CmdSetSkillLevel_DialogueSystem()

void Player.CmdSetSkillLevel_DialogueSystem ( string  skillName,
int  level 
)
inline

◆ CmdSyncBoolVarToParty_DialogueSystem()

void Player.CmdSyncBoolVarToParty_DialogueSystem ( string  varName,
bool  value 
)
inline

◆ CmdSyncFloatVarToParty_DialogueSystem()

void Player.CmdSyncFloatVarToParty_DialogueSystem ( string  varName,
float  value 
)
inline

◆ CmdSyncStringVarToParty_DialogueSystem()

void Player.CmdSyncStringVarToParty_DialogueSystem ( string  varName,
string  value 
)
inline

◆ CmdUpdateDialogueSystemDataOnServer()

void Player.CmdUpdateDialogueSystemDataOnServer ( string  newData)
inline

◆ CmdWarp_DialogueSystem()

void Player.CmdWarp_DialogueSystem ( Vector3  destination)
inline

◆ DealDamageAt_DialogueSystem()

void Player.DealDamageAt_DialogueSystem ( Entity  entity,
int  amount 
)
inline

◆ SyncVarToParty_DialogueSystem()

void Player.SyncVarToParty_DialogueSystem ( string  varName)
inline

◆ TargetSetBoolVar_DialogueSystem()

void Player.TargetSetBoolVar_DialogueSystem ( NetworkConnection  target,
string  varName,
bool  value 
)
inline

◆ TargetSetClassName_DialogueSystem()

void Player.TargetSetClassName_DialogueSystem ( NetworkConnection  target,
string  className 
)
inline

◆ TargetSetFloatVar_DialogueSystem()

void Player.TargetSetFloatVar_DialogueSystem ( NetworkConnection  target,
string  varName,
float  value 
)
inline

◆ TargetSetStringVar_DialogueSystem()

void Player.TargetSetStringVar_DialogueSystem ( NetworkConnection  target,
string  varName,
string  value 
)
inline

◆ TargetUseTrigger_DialogueSystem()

void Player.TargetUseTrigger_DialogueSystem ( NetworkConnection  target,
GameObject  triggerObject 
)
inline

◆ UpdateDialogueSystemData()

void Player.UpdateDialogueSystemData ( )
inline

◆ UpdateDialogueSystemDataNow()

void Player.UpdateDialogueSystemDataNow ( )
inlineprotected

Member Data Documentation

◆ dialogueSystemData

string Player.dialogueSystemData

◆ dsValidateAddPlayerCoins

DSValidateInt Player.dsValidateAddPlayerCoins = delegate { return true; }

◆ dsValidateAddPlayerExp

DSValidateInt Player.dsValidateAddPlayerExp = delegate { return true; }

◆ dsValidateAddPlayerGold

DSValidateInt Player.dsValidateAddPlayerGold = delegate { return true; }

◆ dsValidateAddPlayerHealth

DSValidateInt Player.dsValidateAddPlayerHealth = delegate { return true; }

◆ dsValidateAddPlayerInt

DSValidateInt Player.dsValidateAddPlayerInt = delegate { return true; }

◆ dsValidateAddPlayerItem

DSValidateItem Player.dsValidateAddPlayerItem = delegate { return true; }

◆ dsValidateAddPlayerMana

DSValidateInt Player.dsValidateAddPlayerMana = delegate { return true; }

◆ dsValidateAddPlayerStr

DSValidateInt Player.dsValidateAddPlayerStr = delegate { return true; }

◆ usePortraitIconForConversations

bool Player.usePortraitIconForConversations = false

The documentation for this class was generated from the following file: