ShooterNetworkLogic Properties |
The ShooterNetworkLogic type exposes the following members.
Name | Description | |
---|---|---|
AnyData |
The user data of the component.
(Inherited from Component.) | |
AvatarWindow |
The ability the select avatar before entrance to the world.
(Inherited from NetworkLogic.) | |
BaseType |
Gets the base type of the object.
(Inherited from Component.) | |
CloneSupport |
Whether the object supports cloning.
(Inherited from Component.) | |
Components |
Gets the collection of the child components.
(Inherited from Component.) | |
CreatedByBaseType |
Whether the object is created using a base type.
(Inherited from Component.) | |
CurrentGameStatus | ||
CurrentGameTime | ||
DisplayInEditor |
Whether to show the object in the editor.
(Inherited from Component.) | |
Disposed |
Whether the object is disposed.
(Inherited from Component.) | |
EditorDocumentConfiguration |
Gets or sets the configuration data of the object's settings in the editor.
(Inherited from Component.) | |
EditorReadOnly |
Whether the object is read only in the editor.
(Inherited from Component.) | |
EditorReadOnlyInHierarchy |
Whether the object is read-only in the editor with respect to parent objects.
(Inherited from Component.) | |
Enabled |
Whether the component is enabled. Any functionality of component is not works when it disabled.
(Inherited from Component.) | |
EnabledInHierarchy |
Determines whether the object is attached to a hierarchy of the components and enabled. The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component.) | |
EnabledInHierarchyAndIsInstance |
Determines when the object is attached to a hierarchy of the components, is enabled and the object if not part of a resource (it is usual object instance). The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component.) | |
EntranceScreen |
Whether to show the entrance screen for entered players.
(Inherited from NetworkLogic.) | |
EntranceScreenDescription |
Description of the world that is shown at the start.
(Inherited from NetworkLogic.) | |
GameTime | ||
GameType | ||
HierarchyController |
Gets the object hierarchy control controller.
(Inherited from Component.) | |
Name |
The name of the component.
(Inherited from Component.) | |
NetworkID | (Inherited from Component.) | |
NetworkIsClient | (Inherited from Component.) | |
NetworkIsServer |
Whether to work in network server mode. It is false until the scene is not loaded.
(Inherited from Component.) | |
NetworkIsSingle | (Inherited from Component.) | |
NetworkIsSingleOrClient | (Inherited from Component.) | |
NetworkMode |
Whether to enable synchronization of the component between server and clients.
(Inherited from Component.) | |
NetworkModeUsers | (Inherited from Component.) | |
ObjectControlledByPlayerHealth | ||
ObjectTypeControlledByPlayer |
The type of object to control by the player.
(Inherited from NetworkLogic.) | |
Parent |
Gets the parent object.
(Inherited from Component.) | |
ParentRoot |
Gets the parent root object.
(Inherited from Component.) | |
PreparationTime | ||
RemoveFromParentQueued |
Whether the object is placed in the detach queue from the parent.
(Inherited from Component.) | |
SaveSupport |
Whether the object supports saving to a file.
(Inherited from Component.) | |
ScreenLabel |
The displaying mode of an on-screen label of the component in the scene editor.
(Inherited from Component.) | |
SpawnWeapons |
Whether to save original weapons position at loading and recreate them at game start.
| |
TypeSettingsPrivateObjects |
Object settings when used as a type.
(Inherited from Component.) |