My Project
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Public Member Functions | |
override void | SetRespawnType (RespawnType rt) |
Vector2 | GetCloseToBaseRespawn (string prefabName, Player player, int team) |
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virtual void | SetRespawnType (RespawnType rt) |
float | GetIncreaseSecs () |
Public Attributes | |
bool[] | canTeamRespawn = new bool[2] { true, true } |
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float | joinDelaySecs = 2f |
float | respawnSecs = 3.5f |
float | maxRespawnSecs = 10.0f |
float | playerIncreaseRespawnSecs = 0.33f |
string | weaponryPrefab = "StandardWeaponry" |
bool | showWeaponry = true |
bool | allowRespawning = true |
RespawnType | respawnType = RespawnType.RespawnPoint |
Protected Member Functions | |
override void | Awake () |
override void | Start () |
override void | OnDestroy () |
override float | GetRespawnTime () |
virtual void | Awake () |
virtual void | OnDestroy () |
virtual void | Start () |
virtual float | GetRespawnTime () |
Additional Inherited Members | |
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enum | RespawnType { RespawnPoint = 0 , Base , CloseToBase , Waypoints , CloseToTeam } |
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static void | HideWeaponryInUpdate (GameObject weaponryUI) |
static GameObject | SpawnWeaponry (string weaponryPrefab) |
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Respawning | respawning |
GameObject | weaponryUI |
Match | match |
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NetworkObject | net [get] |
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inlineprotectedvirtual |
Reimplemented from StandardRespawning.
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inlineprotectedvirtual |
Reimplemented from StandardRespawning.
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inlineprotectedvirtual |
Reimplemented from StandardRespawning.
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inlinevirtual |
Reimplemented from StandardRespawning.
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inlineprotectedvirtual |
Reimplemented from StandardRespawning.