Wobbly Life Mod SDK
 
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ModWobblyLife.ModActionEnterExitInteract Class Reference

A interaction object which attaches the player to that object. Great for Vehicles. Rigidbody is required! More...

Inheritance diagram for ModWobblyLife.ModActionEnterExitInteract:
ModWobblyLife.Network.ModNetworkSubBehaviour ModWobblyLife.Network.IModNetworkSubBehaviour

Public Member Functions

delegate void ModActionEnterExitDriverChanged (ModActionEnterExitInteract actionInteract, ModPlayerController previousDriver, ModPlayerController currentDriver)
 
virtual bool IsAvaliableToEnter (ModPlayerController playerController)
 Called on both client and server to see if you are allowed to enter this action interact.
 
ModVehicleSeatAllocation GetSeatAllocation ()
 Returns the seat allocation.
 
ModCameraFocus GetCameraFocus ()
 Returns the camera focus.
 
bool IsDisableExitCollisionCheck ()
 Returns whether when players exit are they allowed to clip through walls.
 
- Public Member Functions inherited from ModWobblyLife.Network.ModNetworkSubBehaviour
void RegisterRPCs (ModNetworkObject networkObject)
 Called when you should register rpcs.
 
void NetworkStart (ModNetworkObject networkObject)
 Called when this object is ready on the network.
 
void NetworkPost (ModNetworkObject networkObject)
 Called after fully initalized the network.
 
GameObject GetGameObject ()
 Returns the gameobject of this object.
 
void RegisterRPCs (ModNetworkObject networkObject)
 Called when you should register rpcs.
 
void NetworkStart (ModNetworkObject networkObject)
 Called when this object is ready on the network.
 
void NetworkPost (ModNetworkObject networkObject)
 Called after fully initalized the network.
 
GameObject GetGameObject ()
 Returns the gameobject of this object.
 

Public Attributes

Action< ModPlayerControlleronPlayerPreEnter
 Called just before we sit the player on the seat.
 
Action< ModPlayerControlleronPlayerEntered
 Called when a player has fully entered this.
 
Action< ModPlayerControlleronPlayerExited
 Called when a player has fully exited this.
 
ModActionEnterExitDriverChanged onDriverChanged
 Called when the driver has changed.
 
- Public Attributes inherited from ModWobblyLife.Network.ModNetworkSubBehaviour
ModNetworkObject modNetworkObject
 

Protected Member Functions

override void Awake ()
 
virtual void OnPlayerPreEnter (ModPlayerController playerController)
 Called just before we sit the player on the seat.
 
virtual void OnPlayerEntered (ModPlayerController playerController)
 Called when a player has fully entered this.
 
virtual void OnPlayerExited (ModPlayerController playerController)
 Called when a player has fully exited this.
 
virtual void OnDriverChanged (ModPlayerController previousDriver, ModPlayerController currentDriver)
 Called when the driver has changed.
 
- Protected Member Functions inherited from ModWobblyLife.Network.ModNetworkSubBehaviour
virtual void Awake ()
 
virtual void Start ()
 
virtual void OnDestroy ()
 
virtual void ModAwake ()
 
virtual void ModStart ()
 
virtual void ModOnDestroy ()
 
virtual void ModRegisterRPCs (ModNetworkObject modNetworkObject)
 
virtual void ModNetworkStart (ModNetworkObject modNetworkObject)
 
virtual void ModNetworkPost (ModNetworkObject modNetworkObject)
 

Detailed Description

A interaction object which attaches the player to that object. Great for Vehicles. Rigidbody is required!

Member Function Documentation

◆ Awake()

override void ModWobblyLife.ModActionEnterExitInteract.Awake ( )
protectedvirtual

◆ GetCameraFocus()

ModCameraFocus ModWobblyLife.ModActionEnterExitInteract.GetCameraFocus ( )

Returns the camera focus.

Returns

◆ GetSeatAllocation()

ModVehicleSeatAllocation ModWobblyLife.ModActionEnterExitInteract.GetSeatAllocation ( )

Returns the seat allocation.

Returns

◆ IsAvaliableToEnter()

virtual bool ModWobblyLife.ModActionEnterExitInteract.IsAvaliableToEnter ( ModPlayerController  playerController)
virtual

Called on both client and server to see if you are allowed to enter this action interact.

Parameters
playerController
Returns

◆ IsDisableExitCollisionCheck()

bool ModWobblyLife.ModActionEnterExitInteract.IsDisableExitCollisionCheck ( )

Returns whether when players exit are they allowed to clip through walls.

Returns

◆ ModActionEnterExitDriverChanged()

delegate void ModWobblyLife.ModActionEnterExitInteract.ModActionEnterExitDriverChanged ( ModActionEnterExitInteract  actionInteract,
ModPlayerController  previousDriver,
ModPlayerController  currentDriver 
)

◆ OnDriverChanged()

virtual void ModWobblyLife.ModActionEnterExitInteract.OnDriverChanged ( ModPlayerController  previousDriver,
ModPlayerController  currentDriver 
)
protectedvirtual

Called when the driver has changed.

◆ OnPlayerEntered()

virtual void ModWobblyLife.ModActionEnterExitInteract.OnPlayerEntered ( ModPlayerController  playerController)
protectedvirtual

Called when a player has fully entered this.

◆ OnPlayerExited()

virtual void ModWobblyLife.ModActionEnterExitInteract.OnPlayerExited ( ModPlayerController  playerController)
protectedvirtual

Called when a player has fully exited this.

◆ OnPlayerPreEnter()

virtual void ModWobblyLife.ModActionEnterExitInteract.OnPlayerPreEnter ( ModPlayerController  playerController)
protectedvirtual

Called just before we sit the player on the seat.

Member Data Documentation

◆ onDriverChanged

ModActionEnterExitDriverChanged ModWobblyLife.ModActionEnterExitInteract.onDriverChanged

Called when the driver has changed.

◆ onPlayerEntered

Action<ModPlayerController> ModWobblyLife.ModActionEnterExitInteract.onPlayerEntered

Called when a player has fully entered this.

◆ onPlayerExited

Action<ModPlayerController> ModWobblyLife.ModActionEnterExitInteract.onPlayerExited

Called when a player has fully exited this.

◆ onPlayerPreEnter

Action<ModPlayerController> ModWobblyLife.ModActionEnterExitInteract.onPlayerPreEnter

Called just before we sit the player on the seat.