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ShipRefs Class Reference

List of all members.

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< WeaponPadHitWeaponPads = new List<WeaponPad>()
 A list of weapon pads that this ship has hit for its current lap.
List< TrackPadHitModernPads = 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]

Member Function Documentation

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.

T ShipRefs.GetData< T > ( string  key) [inline]

Attempts to return data tied to the specified key.

Template Parameters:
TThe datatype of the value.
Parameters:
keyThe 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.

Parameters:
keyThe 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.

Parameters:
shipThe 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.

Parameters:
increaseLapStatWhether the lap stat for the current ship being used should be incremented.
storeLapDataWhether the data for the current lap will be stored.
updatePlayerBestTimeWhether to try and update the best time to display on the HUD.
announcePerfectLapWhether perfect laps should be announced to the player.
announceFinalLapWhether final laps should be announced to the player.
playCheckpointSoundWhether the checkpoint sound should be played (player only).
canFinishedWhether finishing the final lap should callback to the gamemode to handle finish logic.
clearHitPadsWhether to clear the pads that the ship has hit throughout the lap.
showRelativeTimeWhether the relative time to the posiition behind/at the front should be calculated and shown.
Returns:
Whether the lap was updated. Only returns false if the player is crossing the lap without first validiating it.
void ShipRefs.OnNewLap ( ShipRefs  r) [inline]
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.

Parameters:
keyThe 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.

Parameters:
keyThe key for the data.
valueThe 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.

Parameters:
shipThe ship to make passive.
passiveThe 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.


Member Data Documentation

The ShipAI component attached to this ship.

True if the Ai has a section reference.

The Animation object generate for this ship (used for the start bobbing).

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).

The cached transform of the axis object for this ship.

If this ship is being viewed by a camera.

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.

How long this ships boost will last for.

The ShipCamera component attached to the camera generated for this ship.

Whether this ship can trigger network events.

Whether the current lap can be updated.

If true then the client was forced to finish.

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.

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.

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.

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.

A list of 2280 weapon pads that this ship has hit for its current lap.

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.

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.

If true then this ship is an AI.

Whether this ship is a network bot.

If true then this ship is a visual representation of a networked player.

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.

The bounds of the mesh at the back of the ship.

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.

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.

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.

The total race time of the finished networked player.

The current velocity of the ship from network ticks.

How long the interpolation has been running for between the current network ticks.

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.

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.

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.

The shadow projector that was generated for this ship.

The integrity of the ships shield. Value is the percentage.

How long left until this ships shield is deactivated.

The camera generate for this ship.

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.

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.

Where a networked ship is aiming to travel to.

Where the network ship is aiming to rotate to.

The target ship data that this ship was spawned from.

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.

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.

A transform that represents the current transform information for the current section the ship is at.

The object that contains the track transform.

If true then the ship used an epack this lap.

If VR is being used then this is the transform parent of the cockpit.

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.


Property Documentation

float ShipRefs.HudSpeed [get]

The speed of the ship to display on the HUD.

bool ShipRefs.IsPlayer [get]

Whether this ship is a player.

If true then the physics is currently running in 2280 and the ship is not over a maglock.

If true then the physics is currently running in 2280 and the ship is over a maglock.

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.


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