Classes | |
struct | SettingsHelper |
Public Member Functions | |
Vector3 | ForwardOnSection (Section section) |
Returns this ships forward vector projected onto a sections normal. | |
Vector3 | RightOnSection (Section section) |
Returns this ships right vector projected onto a sections normall. | |
Vector3 | TransformPoint (Vector3 position) |
Vector3 | InverseTransformPoint (Vector3 position) |
Vector3 | TransformDirection (Vector3 direction) |
Vector3 | InverseTransformDirection (Vector3 direction) |
bool | Is (ShipRefs ship) |
Determines if the provided ship reference is a reference to this ship. | |
void | PickupItem () |
void | ActivateShield (float time) |
void | IncreaseShieldTime (float time) |
void | ShieldDamage () |
bool | TakeDamage (float amount, bool ignoreZeroDamage=false) |
void | PlayWeaponImpactIndicator () |
void | Finish (bool handToAi=true) |
Marks this ship has finished. Sets final place, final race time, hands ship over to ai and calls OnShipFinished. | |
void | PlayerPassedValidationGateFeedback (bool showRelativeTime=true) |
Checks if the player has had validation gate feedback and plays the checkpoint sound and shows relative time if allowed. | |
bool | NextLap (bool increaseLapStat=true, bool storeLapData=true, bool updatePlayerBestTime=true, bool announcePerfectLap=true, bool announceFinalLap=true, bool playCheckpointSound=true, bool canFinished=true, bool clearHitPads=true, bool showRelativeTime=true) |
Triggers the next lap to start if the current lap is correctly validated. | |
bool | TryAnnouncePerfectLap () |
Tries to an announce a perfect lap. Returns whether the announcement was made. | |
bool | TryAnnounceFinalLap () |
Tries to announce the final lap. Returns whether the announcement was made. | |
void | StoreLapData () |
Stores the current lap data to the lap data arrays. | |
void | SetLapTime (int lap, float time) |
Sets the time of the provided lap (base 1 index). Providing a lap number larger then the number of stored lap data will extend the list. | |
float | GetLapTime (int lap) |
Returns the time for a given lap. Returns -1 if the provided lap is out of bounds of the stored laps. | |
void | SetPerfectLap (int lap, bool perfect) |
Sets the perfect state of the provided lap (base 1 index). Providing a lap number larger then the number of stored lap data will extend the lists. | |
bool | GetPerfectLap (int lap) |
Returns the perfect state for a given lap. Returns false if the provided lap is out of bounds of the stored laps. | |
void | UseFinishedCamera () |
void | RemoveFromPhysicsZone () |
void | SetPassiveTowards (ShipRefs ship, bool passive) |
Sets whether a ship is passive towards another ship. | |
bool | IsPassiveTowards (ShipRefs ship) |
Returns whether this ship is passive towards another ship. | |
void | OnGamePaused () |
void | OnGameUnpaused () |
void | RemoveData (string key) |
Removes a data entry from the ship. | |
T | GetData< T > (string key) |
Attempts to return data tied to the specified key. | |
bool | HasData (string key) |
Returns whether the given key exists in the ship's user data. | |
void | SetData (string key, object value) |
Sets the data for the given key. Adds the data if it doesn't exist. | |
void | ApplyClassicSpeedPadForce (Vector3 direction) |
void | HitSpeedPad () |
bool | CanIncreaseScoreFrom (ShipRefs r) |
void | IncreaseScore (float amount, bool callDelegate=true) |
void | SetScore (float newScore, bool callDelegate=true) |
void | PlayOneShot (AudioClip clip) |
void | PlayOneShotInterface (AudioClip clip) |
AudioSource | PlayOneShot (AudioClip clip, float volume, float pitch) |
AudioSource | PlayOneShot (string resourcesDirectory, string modName, float volume, float pitch, AudioHelpers.E_AUDIOCHANNEL channel) |
AudioSource | PlayOneShotInterface (AudioClip clip, float volume, float pitch) |
AudioSource | PlayOneShotInterface (string resourcesDirectory, string modName, float volume, float pitch) |
void | TeleportToSection (Section target, bool snapRotation=false, bool resetVelocity=false, bool keepInsideBounds=true) |
void | TeleportToSectionWithTransformReferences (Section target, Transform fromT, Transform toT, bool snapRotation=false, bool resetVelocity=false) |
void | CheckStartBoost () |
void | ModernPadPush (Vector3 direction) |
void | Turbo (bool playSound=true, float timeMult=1.0f) |
Applies a turbo to the ship. | |
void | ClearHitPads () |
void | OnNewLap (ShipRefs r) |
Called by BallisticEvents.Race.OnShipLapUpdate. | |
void | CalculateRelativeTime () |
Vector3 | FindClosestVert (Vector3 position) |
void | OnEliminated (bool switchToFinishedCamera, bool canRespawn) |
void | OnRespawn () |
void | PassRotationToPhysX () |
Unconstrains ship rotation (for use when ship has exploded). | |
void | TakeRotationFromPhysX () |
Constrains ship rotation (for use when a ship has respawned). | |
void | Respawn () |
Respawns this ship. | |
void | RespawnNetworked () |
Public Attributes | |
const float | DeathFallTime = 1.5f |
int | playerIndex |
bool | IsPlayerOne = > IsPlayer && this == Ships.PlayerOneShip |
string | ShipName = > IsNetworked || IsNetBot ? ShipNetworkedName : ShipOfflineName |
The name of this ship. | |
bool | IsAi |
If true then this ship is an AI. | |
bool | IsNetworked |
If true then this ship is a visual representation of a networked player. | |
bool | IsNetBot |
Whether this ship is a network bot. | |
bool | IsPeerShip |
Whether this ship is a peer. (IsNetworked or IsNetBot). | |
bool | CanTriggerNetworkEvents = > IsPlayer || IsNetBot |
Whether this ship can trigger network events. | |
bool | BeingViewed |
If this ship is being viewed by a camera. | |
NgNetworkConnection | PeerOwner |
The connection ID of the peer that owns this ship (multiplayer only) | |
bool | AutopilotActivated |
If true then this ship is currently being controlled by an autopilot. | |
bool | AutopilotOnTimer |
float | AutopilotTimer |
bool | AutopilotDisengageActivated |
If true then the autopilot is currently disenging. | |
bool | noDamage |
ShipRefs | LastAttacker |
The last ship that attacked this ship. Null if it wasn't inflicted by a ship or if the ship hasn't taken damage yet. | |
bool | Eliminated |
True if the ship has been eliminated from the race. | |
float | ShieldIntegrity |
The integrity of the ships shield. Value is the percentage. | |
NgMenuContentManager.BngShip | TargetShipData |
The target ship data that this ship was spawned from. | |
CustomShipModule | CustomModule |
The current custom module on this ship. This. | |
ShipCamera | CamSim |
The ShipCamera component attached to the camera generated for this ship. | |
ShipFlareRenderer | FlareRenderer |
The flare renderer attached to this ship. | |
ShipSettings | Settings |
The ShipSettings component attached to the ship prefab loaded for this ship. | |
ShipPosition | Position |
The ShipPosition component attached to this ship. | |
ShipEffects | Effects |
The ShipEffects component attached to this ship. | |
ShipInput | Input |
The ShipInput component attached to this ship. | |
ShipSim | PysSim |
The ShipSim component attached to this ship. | |
ShipAI | Ai |
The ShipAI component attached to this ship. | |
ExternalCamera | CurrentExternalCamera |
If not null then this is the external camera to send 3d pad trigger events too. | |
Transform | T |
A cached transform reference for this ship. | |
Transform | TrackTransform |
A transform that represents the current transform information for the current section the ship is at. | |
GameObject | AxisObject |
The Axis object generated for this ship (used for applying tilt). | |
Transform | AxisTransform |
The cached transform of the axis object for this ship. | |
GameObject | AnimationObject |
The Animation object generate for this ship (used for the start bobbing). | |
Transform | AnimationTransform |
The cached transform for the animation object. | |
Transform | VrTrackingParent |
If VR is being used then this is the parent of the camera that is running the behaviours. | |
Transform | VrCockpitParent |
If VR is being used then this is the transform parent of the cockpit. | |
GameObject | MeshObject |
The object that contains the mesh filter for this ships mesh. | |
GameObject | SplitscreenMeshObject |
THe object that contains the mesh filter for what the other player sees in splitscreen. | |
Vector3 | MeshBoundsFront |
The bounds of the mesh at the front of the ship. | |
Vector3 | MeshBoundsBack |
The bounds of the mesh at the back of the ship. | |
GameObject | CollisionMeshObject |
The object that contains the mesh collider for this ship. | |
BoxCollider | ShipToShipCollider |
Material | SplitScreenShipMaterial |
Projector | ShadowProjector |
The shadow projector that was generated for this ship. | |
GameObject | TrackTransformObject |
The object that contains the track transform. | |
Camera | ShipCamera |
The camera generate for this ship. | |
Transform | ShipCameraTransform |
Cached transform reference for the ships camera. | |
Rigidbody | RBody |
The rigidbody generated for this ship. | |
MeshRenderer | ShipRenderer |
The mesh renderer that is being used to render this ship. | |
bool | AiHasSection |
True if the Ai has a section reference. | |
Section | CurrentSection |
The current section that this ship is at. | |
NgShipSurvivalController | ZoneColorController |
The zone color controller attached to the ship, if any. | |
SpaceTranslator | InterpolatedSection |
Section | MiddleSection |
The section in the middle of the track. | |
List< WeaponPad > | HitWeaponPads = new List<WeaponPad>() |
A list of weapon pads that this ship has hit for its current lap. | |
List< TrackPad > | HitModernPads = new List<TrackPad>() |
A list of 2280 weapon pads that this ship has hit for its current lap. | |
EShips | Team |
The team that this ship is assigned. | |
bool | ShipRestrained |
If true then this ship is currently immobile. | |
bool | IsRespawning |
If true then this ship is respawning. | |
bool | FacingForward |
If true then this ship is facing the right way. | |
bool | IsRecharging |
If true then this ship is currently recharging its shield energy. | |
bool | IsShieldActivated |
If enabled then this ship currently has a shield activated. | |
float | ShieldTimer |
How long left until this ships shield is deactivated. | |
float | InvincibilityTime |
The current timer that this ship is invinsible for. Equal to or below zero means the ship is no longner invinsible. | |
int | BoostLevel |
The multiplier for this ships current boost. | |
float | BoostAcceleration |
The current acceleration increase that the current boost is providing. | |
float | BoostTimer |
How long this ships boost will last for. | |
Tile | LastSpeedPad |
The last speed pad that this ship flew over. | |
bool | AttachedOverviewCamera |
If true then the overview camera has been attached to this ship. | |
PickupBase | CurrentPickup |
The pickup that this ship is currently holding. | |
Pickup | CurrentPickupRegister |
The current registered pickup that the ship is holding. | |
Pickup | PreviousPickup |
The previous pickup that this ship had. | |
string | PickupDisplayText |
The text that is currently be displayed on the HUD for the current pickup. | |
bool | pendingRelativeTimeUpdate |
float | lastRelativeTime |
float | MineCollisionTimer |
float | LastShieldPickupActivationTime |
bool | UsedEpackThisLap |
If true then the ship used an epack this lap. | |
bool | HoldingShield = "shield" |
If true then this ship is currently holding the shield pickup. | |
int | CurrentPlace |
The current place in the race that this ship is in. | |
int | FinalPlace |
The final place that this ship was given. | |
bool | PerfectRun = > _perfectLaps.All(l => true) |
Calculates whether the current run is perfect. | |
float | BestLapTime |
The best lap that this ship has performed. | |
int | CurrentLap |
The current lap that this ship is on. | |
bool | LapValidated |
If true then this ship can pass the start line and start a new lap. This is false if the ship passes over the validation gate again. | |
bool | IsPerfectLap |
If true then this ship hasn't collided with the walls for its current lap. | |
float | CurrentLapTime |
The time that this ship has taken so far in its current lap. | |
float | TotalRaceTime |
The total time that the ship has been racing for. | |
float | FinalRaceTime |
The amount of time that this ship has raced for once finished. | |
bool | PassedValidationGate |
If true then the ship has passed the validation gate for this lap. This is only activated once and is reset when the ship starts a new lap. | |
bool | HasBestLapTime |
If true then this ship has a best time already set. | |
bool | LoadedBestLapTime |
If true then this ship has had its best lap loaded from disk. | |
bool | CanUpdateLap = > LapValidated || CurrentLap == 0 |
Whether the current lap can be updated. | |
bool | InRacingLaps = > CurrentLap > 0 && CurrentLap <= Race.MaxLaps |
Whether this ship is still on its active racing laps. | |
float | TargetTime |
The target time that was loaded from disk. | |
bool | FinishedEvent |
If true then this ship has finished the current event. | |
bool | InVacuum |
Whether this ship is currently in a vacuum. | |
bool | DownFrequencyAi |
If true then certain update frequencies will be taken down for AI ships. | |
bool | OnMaglock |
If true then this ship is currently hovering over a maglock tile. | |
bool | TouchedMaglock |
If true then this ship has touched (been grounded) the maglock it's currently over. | |
bool | InNoAntiSkipTrigger |
If true then this ship is inside of a no anti-skip trigger. | |
float | ModernPhysicsGroundedForce = 0.0f |
How much force to apply when trying to keep ships grounded in 2280. | |
float | SideShiftPower = 0.45f |
How much power sideshifting has. | |
Vector3 | PreviousNetworkedPosition |
The location of the ship before the current position. | |
Quaternion | PreviousNetworkedRotation |
The rotation of the ship before the current rotation. | |
Vector3 | TargetNetworkPosition |
Where a networked ship is aiming to travel to. | |
Quaternion | TargetNetworkRotation |
Where the network ship is aiming to rotate to. | |
float | NetworkInterpolationTimer |
How long the interpolation has been running for between the current network ticks. | |
float | TimeSinceLastNetworkUpdate |
How long it has been since the last update if this is a networked ship. | |
bool | NetworkedHoldingPickup |
If this ship is networked then this is whether the client is currently holding a weapon. | |
bool | NetworkedFinished |
If the networked player finished the race. | |
float | NetworkedTotalTime = -1 |
The total race time of the finished networked player. | |
int | NetworkedFinalPlace = -1 |
The final place of the finished network player;. | |
bool | ClientForceFinished |
If true then the client was forced to finish. | |
Vector3 | NetworkedVelocity = > T.position - PreviousNetworkedPosition |
The current velocity of the ship from network ticks. | |
Quaternion | NetworkedAngularVelocity = > T.rotation * Quaternion.Inverse(PreviousNetworkedRotation) |
The current angular velocity of the ship from network ticks. | |
Vector3 | PredictedNetworkedPosition = > T.position + NetworkedVelocity * TimeSinceLastNetworkUpdate * Time.fixedDeltaTime |
The predicted position of this networked ship once the next state is sent by the server. | |
Quaternion | PredictedNetworkedRotation = > Quaternion.LookRotation(PredictedNetworkedPosition - T.position, T.up) |
The predicted rotation of this networked ship once the next state is sent by the server. | |
SettingsHelper | VariableSettings |
Properties | |
int | ShipId [get, set] |
The reference Id of the ship. | |
bool | IsPlayer [get] |
Whether this ship is a player. | |
float | HudSpeed [get] |
The speed of the ship to display on the HUD. | |
NgNetworkConnection | NetworkWeaponId [get] |
MeshCollider | ShipCollider [get] |
The collider attached to this ship for collisions. | |
int | StoredLapCount [get, set] |
How many laps are currently stored. | |
float | Score [get, set] |
The ships current score (used for eliminator). | |
bool | NotOnMaglock [get] |
If true then the ship is not currently on a maglock. | |
bool | ModernPhysicsOnMaglock [get] |
If true then the physics is currently running in 2280 and the ship is over a maglock. | |
bool | ModernPhysicsNotOnMaglock [get] |
If true then the physics is currently running in 2280 and the ship is not over a maglock. | |
Vector3 | Forward [get] |
Vector3 | Right [get] |
Vector3 | Up [get] |
void ShipRefs.Finish | ( | bool | handToAi = true | ) | [inline] |
Marks this ship has finished. Sets final place, final race time, hands ship over to ai and calls OnShipFinished.
Vector3 ShipRefs.ForwardOnSection | ( | Section | section | ) | [inline] |
Returns this ships forward vector projected onto a sections normal.
Attempts to return data tied to the specified key.
T | The datatype of the value. |
key | The key to search with. |
float ShipRefs.GetLapTime | ( | int | lap | ) | [inline] |
Returns the time for a given lap. Returns -1 if the provided lap is out of bounds of the stored laps.
bool ShipRefs.GetPerfectLap | ( | int | lap | ) | [inline] |
Returns the perfect state for a given lap. Returns false if the provided lap is out of bounds of the stored laps.
bool ShipRefs.HasData | ( | string | key | ) | [inline] |
Returns whether the given key exists in the ship's user data.
key | The key for the data. |
bool ShipRefs.Is | ( | ShipRefs | ship | ) | [inline] |
Determines if the provided ship reference is a reference to this ship.
bool ShipRefs.IsPassiveTowards | ( | ShipRefs | ship | ) | [inline] |
Returns whether this ship is passive towards another ship.
ship | The ship to make passive. |
bool ShipRefs.NextLap | ( | bool | increaseLapStat = true , |
bool | storeLapData = true , |
||
bool | updatePlayerBestTime = true , |
||
bool | announcePerfectLap = true , |
||
bool | announceFinalLap = true , |
||
bool | playCheckpointSound = true , |
||
bool | canFinished = true , |
||
bool | clearHitPads = true , |
||
bool | showRelativeTime = true |
||
) | [inline] |
Triggers the next lap to start if the current lap is correctly validated.
increaseLapStat | Whether the lap stat for the current ship being used should be incremented. |
storeLapData | Whether the data for the current lap will be stored. |
updatePlayerBestTime | Whether to try and update the best time to display on the HUD. |
announcePerfectLap | Whether perfect laps should be announced to the player. |
announceFinalLap | Whether final laps should be announced to the player. |
playCheckpointSound | Whether the checkpoint sound should be played (player only). |
canFinished | Whether finishing the final lap should callback to the gamemode to handle finish logic. |
clearHitPads | Whether to clear the pads that the ship has hit throughout the lap. |
showRelativeTime | Whether the relative time to the posiition behind/at the front should be calculated and shown. |
void ShipRefs.OnNewLap | ( | ShipRefs | r | ) | [inline] |
Called by BallisticEvents.Race.OnShipLapUpdate.
void ShipRefs.PassRotationToPhysX | ( | ) | [inline] |
Unconstrains ship rotation (for use when ship has exploded).
void ShipRefs.PlayerPassedValidationGateFeedback | ( | bool | showRelativeTime = true | ) | [inline] |
Checks if the player has had validation gate feedback and plays the checkpoint sound and shows relative time if allowed.
void ShipRefs.RemoveData | ( | string | key | ) | [inline] |
Removes a data entry from the ship.
key | The key for the data. |
void ShipRefs.Respawn | ( | ) | [inline] |
Respawns this ship.
Vector3 ShipRefs.RightOnSection | ( | Section | section | ) | [inline] |
Returns this ships right vector projected onto a sections normall.
void ShipRefs.SetData | ( | string | key, |
object | value | ||
) | [inline] |
Sets the data for the given key. Adds the data if it doesn't exist.
key | The key for the data. |
value | The value to set. |
void ShipRefs.SetLapTime | ( | int | lap, |
float | time | ||
) | [inline] |
Sets the time of the provided lap (base 1 index). Providing a lap number larger then the number of stored lap data will extend the list.
void ShipRefs.SetPassiveTowards | ( | ShipRefs | ship, |
bool | passive | ||
) | [inline] |
Sets whether a ship is passive towards another ship.
ship | The ship to make passive. |
passive | The passive state. |
void ShipRefs.SetPerfectLap | ( | int | lap, |
bool | perfect | ||
) | [inline] |
Sets the perfect state of the provided lap (base 1 index). Providing a lap number larger then the number of stored lap data will extend the lists.
void ShipRefs.StoreLapData | ( | ) | [inline] |
Stores the current lap data to the lap data arrays.
void ShipRefs.TakeRotationFromPhysX | ( | ) | [inline] |
Constrains ship rotation (for use when a ship has respawned).
bool ShipRefs.TryAnnounceFinalLap | ( | ) | [inline] |
Tries to announce the final lap. Returns whether the announcement was made.
bool ShipRefs.TryAnnouncePerfectLap | ( | ) | [inline] |
Tries to an announce a perfect lap. Returns whether the announcement was made.
void ShipRefs.Turbo | ( | bool | playSound = true , |
float | timeMult = 1.0f |
||
) | [inline] |
Applies a turbo to the ship.
The ShipAI component attached to this ship.
True if the Ai has a section reference.
GameObject ShipRefs.AnimationObject |
The Animation object generate for this ship (used for the start bobbing).
Transform ShipRefs.AnimationTransform |
The cached transform for the animation object.
If true then the overview camera has been attached to this ship.
If true then this ship is currently being controlled by an autopilot.
If true then the autopilot is currently disenging.
GameObject ShipRefs.AxisObject |
The Axis object generated for this ship (used for applying tilt).
Transform ShipRefs.AxisTransform |
The cached transform of the axis object for this ship.
bool ShipRefs.BeingViewed |
If this ship is being viewed by a camera.
float ShipRefs.BestLapTime |
The best lap that this ship has performed.
The current acceleration increase that the current boost is providing.
The multiplier for this ships current boost.
float ShipRefs.BoostTimer |
How long this ships boost will last for.
The ShipCamera component attached to the camera generated for this ship.
bool ShipRefs.CanTriggerNetworkEvents = > IsPlayer || IsNetBot |
Whether this ship can trigger network events.
bool ShipRefs.CanUpdateLap = > LapValidated || CurrentLap == 0 |
Whether the current lap can be updated.
If true then the client was forced to finish.
GameObject ShipRefs.CollisionMeshObject |
The object that contains the mesh collider for this ship.
If not null then this is the external camera to send 3d pad trigger events too.
The current lap that this ship is on.
float ShipRefs.CurrentLapTime |
The time that this ship has taken so far in its current lap.
The pickup that this ship is currently holding.
The current registered pickup that the ship is holding.
The current place in the race that this ship is in.
The current section that this ship is at.
The current custom module on this ship. This.
If true then certain update frequencies will be taken down for AI ships.
The ShipEffects component attached to this ship.
bool ShipRefs.Eliminated |
True if the ship has been eliminated from the race.
If true then this ship is facing the right way.
The final place that this ship was given.
float ShipRefs.FinalRaceTime |
The amount of time that this ship has raced for once finished.
If true then this ship has finished the current event.
The flare renderer attached to this ship.
If true then this ship has a best time already set.
List<TrackPad> ShipRefs.HitModernPads = new List<TrackPad>() |
A list of 2280 weapon pads that this ship has hit for its current lap.
List<WeaponPad> ShipRefs.HitWeaponPads = new List<WeaponPad>() |
A list of weapon pads that this ship has hit for its current lap.
bool ShipRefs.HoldingShield = "shield" |
If true then this ship is currently holding the shield pickup.
If true then this ship is inside of a no anti-skip trigger.
The ShipInput component attached to this ship.
bool ShipRefs.InRacingLaps = > CurrentLap > 0 && CurrentLap <= Race.MaxLaps |
Whether this ship is still on its active racing laps.
bool ShipRefs.InVacuum |
Whether this ship is currently in a vacuum.
The current timer that this ship is invinsible for. Equal to or below zero means the ship is no longner invinsible.
bool ShipRefs.IsAi |
If true then this ship is an AI.
bool ShipRefs.IsNetBot |
Whether this ship is a network bot.
bool ShipRefs.IsNetworked |
If true then this ship is a visual representation of a networked player.
bool ShipRefs.IsPeerShip |
Whether this ship is a peer. (IsNetworked or IsNetBot).
If true then this ship hasn't collided with the walls for its current lap.
If true then this ship is currently recharging its shield energy.
If true then this ship is respawning.
If enabled then this ship currently has a shield activated.
If true then this ship can pass the start line and start a new lap. This is false if the ship passes over the validation gate again.
The last ship that attacked this ship. Null if it wasn't inflicted by a ship or if the ship hasn't taken damage yet.
The last speed pad that this ship flew over.
If true then this ship has had its best lap loaded from disk.
Vector3 ShipRefs.MeshBoundsBack |
The bounds of the mesh at the back of the ship.
Vector3 ShipRefs.MeshBoundsFront |
The bounds of the mesh at the front of the ship.
GameObject ShipRefs.MeshObject |
The object that contains the mesh filter for this ships mesh.
The section in the middle of the track.
float ShipRefs.ModernPhysicsGroundedForce = 0.0f |
How much force to apply when trying to keep ships grounded in 2280.
Quaternion ShipRefs.NetworkedAngularVelocity = > T.rotation * Quaternion.Inverse(PreviousNetworkedRotation) |
The current angular velocity of the ship from network ticks.
int ShipRefs.NetworkedFinalPlace = -1 |
The final place of the finished network player;.
If the networked player finished the race.
If this ship is networked then this is whether the client is currently holding a weapon.
float ShipRefs.NetworkedTotalTime = -1 |
The total race time of the finished networked player.
Vector3 ShipRefs.NetworkedVelocity = > T.position - PreviousNetworkedPosition |
The current velocity of the ship from network ticks.
How long the interpolation has been running for between the current network ticks.
bool ShipRefs.OnMaglock |
If true then this ship is currently hovering over a maglock tile.
If true then the ship has passed the validation gate for this lap. This is only activated once and is reset when the ship starts a new lap.
The connection ID of the peer that owns this ship (multiplayer only)
bool ShipRefs.PerfectRun = > _perfectLaps.All(l => true) |
Calculates whether the current run is perfect.
string ShipRefs.PickupDisplayText |
The text that is currently be displayed on the HUD for the current pickup.
The ShipPosition component attached to this ship.
Vector3 ShipRefs.PredictedNetworkedPosition = > T.position + NetworkedVelocity * TimeSinceLastNetworkUpdate * Time.fixedDeltaTime |
The predicted position of this networked ship once the next state is sent by the server.
Quaternion ShipRefs.PredictedNetworkedRotation = > Quaternion.LookRotation(PredictedNetworkedPosition - T.position, T.up) |
The predicted rotation of this networked ship once the next state is sent by the server.
The location of the ship before the current position.
Quaternion ShipRefs.PreviousNetworkedRotation |
The rotation of the ship before the current rotation.
The previous pickup that this ship had.
The ShipSim component attached to this ship.
Rigidbody ShipRefs.RBody |
The rigidbody generated for this ship.
The ShipSettings component attached to the ship prefab loaded for this ship.
Projector ShipRefs.ShadowProjector |
The shadow projector that was generated for this ship.
float ShipRefs.ShieldIntegrity |
The integrity of the ships shield. Value is the percentage.
float ShipRefs.ShieldTimer |
How long left until this ships shield is deactivated.
Camera ShipRefs.ShipCamera |
The camera generate for this ship.
Transform ShipRefs.ShipCameraTransform |
Cached transform reference for the ships camera.
string ShipRefs.ShipName = > IsNetworked || IsNetBot ? ShipNetworkedName : ShipOfflineName |
The name of this ship.
MeshRenderer ShipRefs.ShipRenderer |
The mesh renderer that is being used to render this ship.
If true then this ship is currently immobile.
float ShipRefs.SideShiftPower = 0.45f |
How much power sideshifting has.
GameObject ShipRefs.SplitscreenMeshObject |
THe object that contains the mesh filter for what the other player sees in splitscreen.
Transform ShipRefs.T |
A cached transform reference for this ship.
Vector3 ShipRefs.TargetNetworkPosition |
Where a networked ship is aiming to travel to.
Quaternion ShipRefs.TargetNetworkRotation |
Where the network ship is aiming to rotate to.
The target ship data that this ship was spawned from.
float ShipRefs.TargetTime |
The target time that was loaded from disk.
EShips ShipRefs.Team |
The team that this ship is assigned.
How long it has been since the last update if this is a networked ship.
float ShipRefs.TotalRaceTime |
The total time that the ship has been racing for.
If true then this ship has touched (been grounded) the maglock it's currently over.
Transform ShipRefs.TrackTransform |
A transform that represents the current transform information for the current section the ship is at.
GameObject ShipRefs.TrackTransformObject |
The object that contains the track transform.
If true then the ship used an epack this lap.
Transform ShipRefs.VrCockpitParent |
If VR is being used then this is the transform parent of the cockpit.
Transform ShipRefs.VrTrackingParent |
If VR is being used then this is the parent of the camera that is running the behaviours.
The zone color controller attached to the ship, if any.
float ShipRefs.HudSpeed [get] |
The speed of the ship to display on the HUD.
bool ShipRefs.IsPlayer [get] |
Whether this ship is a player.
bool ShipRefs.ModernPhysicsNotOnMaglock [get] |
If true then the physics is currently running in 2280 and the ship is not over a maglock.
bool ShipRefs.ModernPhysicsOnMaglock [get] |
If true then the physics is currently running in 2280 and the ship is over a maglock.
bool ShipRefs.NotOnMaglock [get] |
If true then the ship is not currently on a maglock.
float ShipRefs.Score [get, set] |
The ships current score (used for eliminator).
MeshCollider ShipRefs.ShipCollider [get] |
The collider attached to this ship for collisions.
int ShipRefs.ShipId [get, set] |
The reference Id of the ship.
int ShipRefs.StoredLapCount [get, set] |
How many laps are currently stored.