◆ AddPlayerData()
| void Game.SubsystemPlayers.AddPlayerData |
( |
PlayerData | playerData | ) |
|
◆ Dispose()
| override void Game.SubsystemPlayers.Dispose |
( |
| ) |
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virtual |
◆ FindNearestPlayer()
◆ IsPlayer()
| bool Game.SubsystemPlayers.IsPlayer |
( |
Entity | entity | ) |
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◆ Load()
◆ OnEntityAdded()
| override void Game.SubsystemPlayers.OnEntityAdded |
( |
Entity | entity | ) |
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virtual |
◆ OnEntityRemoved()
| override void Game.SubsystemPlayers.OnEntityRemoved |
( |
Entity | entity | ) |
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virtual |
◆ RemovePlayerData()
| void Game.SubsystemPlayers.RemovePlayerData |
( |
PlayerData | playerData | ) |
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◆ Save()
◆ Update()
| virtual void Game.SubsystemPlayers.Update |
( |
float | dt | ) |
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virtual |
◆ UpdateComponentPlayers()
| virtual void Game.SubsystemPlayers.UpdateComponentPlayers |
( |
| ) |
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virtual |
◆ m_componentPlayers
◆ m_nextPlayerIndex
| int Game.SubsystemPlayers.m_nextPlayerIndex |
◆ m_playersData
| List<PlayerData> Game.SubsystemPlayers.m_playersData = [] |
◆ m_subsystemTime
◆ MaxPlayers
| int Game.SubsystemPlayers.MaxPlayers = 4 |
|
static |
◆ PlayerStartedPlaying
| bool Game.SubsystemPlayers.PlayerStartedPlaying = false |
◆ ComponentPlayers
◆ GlobalSpawnPosition
| Vector3 Game.SubsystemPlayers.GlobalSpawnPosition |
|
getset |
◆ PlayerAdded
| virtual Action<PlayerData> Game.SubsystemPlayers.PlayerAdded |
|
getset |
◆ PlayerRemoved
| virtual Action<PlayerData> Game.SubsystemPlayers.PlayerRemoved |
|
getset |
◆ PlayersData
| ReadOnlyList<PlayerData> Game.SubsystemPlayers.PlayersData |
|
get |
◆ UpdateOrder
该类的文档由以下文件生成: