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delegate void | RespawnRequestedDelegate (ref RespawnMsg respawnMsg, MyNetworkClient client) |
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| MyPlayerCollection () |
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void | LoadIdentities (MyObjectBuilder_Checkpoint checkpoint, MyPlayer.PlayerId?savingPlayerId=null) |
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List< MyObjectBuilder_Identity > | SaveIdentities () |
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List< long > | SaveNpcIdentities () |
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void | LoadControlledEntities (SerializableDictionaryCompat< long, MyObjectBuilder_Checkpoint.PlayerId, ulong > controlledEntities, long controlledObject, MyPlayer.PlayerId?savingPlayerId=null) |
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SerializableDictionaryCompat< long, MyObjectBuilder_Checkpoint.PlayerId, ulong > | SerializeControlledEntities () |
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void | LoadPlayers (List< AllPlayerData > allPlayersData) |
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void | LoadConnectedPlayers (MyObjectBuilder_Checkpoint checkpoint, MyPlayer.PlayerId?savingPlayerId=null) |
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void | LoadDisconnectedPlayers (Dictionary< MyObjectBuilder_Checkpoint.PlayerId, long > dictionary) |
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void | SavePlayers (MyObjectBuilder_Checkpoint checkpoint) |
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List< AllPlayerData > | SavePlayers () |
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void | RegisterEvents () |
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void | UnregisterEvents () |
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void | ClearPlayers () |
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void | RequestPlayerColorChanged (int playerSerialId, int colorIndex, Vector3 newColor) |
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void | RequestPlayerColorsChanged (int playerSerialId, List< Vector3 > newColors) |
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void | RequestNewPlayer (int serialNumber, string playerName, string characterModel) |
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void | RequestNewNpcIdentity () |
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MyPlayer | CreateNewPlayer (MyIdentity identity, MyNetworkClient steamClient, string playerName) |
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MyPlayer | CreateNewPlayer (MyIdentity identity, PlayerId id, string playerName) |
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MyPlayer | InitNewPlayer (PlayerId id, MyObjectBuilder_Player playerOb) |
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void | RemovePlayer (MyPlayer player, bool removeCharacter=true) |
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MyPlayer | GetPlayerById (PlayerId id) |
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bool | TryGetPlayerById (PlayerId id, out MyPlayer player) |
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bool | TrySetControlledEntity (PlayerId id, MyEntity entity) |
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void | SetControlledEntity (ulong steamUserId, MyEntity entity) |
| Shortcut for setting the first controller of the given player More...
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void | SetControlledEntityLocally (PlayerId id, MyEntity entity) |
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void | SetControlledEntity (PlayerId id, MyEntity entity) |
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void | RemoveControlledEntity (MyEntity entity) |
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void | SetPlayerToCockpit (MyPlayer player, MyEntity controlledEntity) |
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void | SetPlayerCharacter (MyPlayer player, MyCharacter newCharacter, MyEntity spawnedBy) |
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MyPlayer | GetControllingPlayer (MyEntity entity) |
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MyEntityController | GetEntityController (MyEntity entity) |
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Dictionary< PlayerId, MyPlayer >.ValueCollection | GetOnlinePlayers () |
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int | GetOnlinePlayerCount () |
| Gets current online player count. More...
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Dictionary< long, MyIdentity >.ValueCollection | GetAllIdentities () |
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HashSet< long > | GetNPCIdentities () |
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Dictionary< PlayerId, long >.KeyCollection | GetAllPlayers () |
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DictionaryReader< PlayerId, long > | GetAllPlayerIdentities () |
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void | UpdatePlayerControllers (long controllerId) |
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void | TryExtendControl (IMyControllableEntity baseEntity, MyEntity entityGettingControl) |
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void | ExtendControl (IMyControllableEntity baseEntity, MyEntity entityGettingControl) |
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bool | TryReduceControl (IMyControllableEntity baseEntity, MyEntity entityWhichLoosesControl) |
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void | ReduceControl (IMyControllableEntity baseEntity, MyEntity entityWhichLoosesControl) |
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void | ReduceAllControl (IMyControllableEntity baseEntity) |
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bool | HasExtendedControl (IMyControllableEntity baseEntity, MyEntity secondEntity) |
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MyIdentity | CreateNewNpcIdentity (string name) |
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override MyIdentity | CreateNewIdentity (string name, string model=null) |
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override MyIdentity | CreateNewIdentity (string name, long identityId, string model) |
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override MyIdentity | CreateNewIdentity (MyObjectBuilder_Identity objectBuilder) |
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void | RemoveIdentity (long identityId, PlayerId playerId=new PlayerId()) |
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bool | HasIdentity (long identityId) |
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MyIdentity | TryGetIdentity (long identityId) |
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bool | TryGetPlayerId (long identityId, out MyPlayer.PlayerId result) |
| Does a linear search through a dictionary. Do not use unless you actually need this More...
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MyIdentity | TryGetPlayerIdentity (MyPlayer.PlayerId playerId) |
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long | TryGetIdentityId (ulong steamId, int serialId=0) |
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ulong | TryGetSteamId (long identityId) |
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void | MarkIdentityAsNPC (long identityId) |
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void | UnmarkIdentityAsNPC (long identityId) |
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bool | IdentityIsNpc (long identityId) |
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void | LoadIdentities (List< MyObjectBuilder_Identity > list) |
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void | ClearIdentities () |
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void | SetRespawnComponent (MyRespawnComponentBase respawnComponent) |
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void | KillPlayer (MyPlayer player) |
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void | RevivePlayer (MyPlayer player) |
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void | WriteDebugInfo () |
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void | DebugDraw () |
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void | ExtendControl (IMyControllableEntity entityWithControl, IMyEntity entityGettingControl) |
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bool | HasExtendedControl (IMyControllableEntity firstEntity, IMyEntity secondEntity) |
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void | ReduceControl (IMyControllableEntity entityWhichKeepsControl, IMyEntity entityWhichLoosesControl) |
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void | TryExtendControl (IMyControllableEntity entityWithControl, IMyEntity entityGettingControl) |
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bool | TryReduceControl (IMyControllableEntity entityWhichKeepsControl, IMyEntity entityWhichLoosesControl) |
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Definition at line 52 of file MyPlayerCollection.cs.