Class ReplaySpectatorSystem
This system handles spawning replay observer ghosts and maintaining their positions when traveling through time.
It also blocks most normal interactions, just in case.
Inheritance
System.Object
ReplaySpectatorSystem
Assembly: Content.Client.dll
Syntax
public sealed class ReplaySpectatorSystem : EntitySystem
Fields
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DefaultSpeed
Declaration
public const float DefaultSpeed = null
Field Value
| Type |
Description |
| System.Single |
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Direction
Declaration
public DirectionFlag Direction
Field Value
| Type |
Description |
| DirectionFlag |
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SpectateCmd
Declaration
public const string SpectateCmd = null
Field Value
| Type |
Description |
| System.String |
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Methods
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FrameUpdate(Single)
Declaration
public override void FrameUpdate(float frameTime)
Parameters
| Type |
Name |
Description |
| System.Single |
frameTime |
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GetSpectatorData()
Declaration
public ReplaySpectatorSystem.SpectatorData GetSpectatorData()
Returns
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Initialize()
Declaration
public override void Initialize()
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SetSpectatorPosition(ReplaySpectatorSystem.SpectatorData)
Declaration
public void SetSpectatorPosition(ReplaySpectatorSystem.SpectatorData data)
Parameters
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Shutdown()
Declaration
public override void Shutdown()
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SpawnSpectatorGhost(EntityCoordinates, Boolean)
Declaration
public TransformComponent SpawnSpectatorGhost(EntityCoordinates coords, bool gridAttach)
Parameters
| Type |
Name |
Description |
| Robust.Shared.Map.EntityCoordinates |
coords |
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| System.Boolean |
gridAttach |
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Returns
| Type |
Description |
| TransformComponent |
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SpectateEntity(EntityUid)
Declaration
public void SpectateEntity(EntityUid target)
Parameters
| Type |
Name |
Description |
| EntityUid |
target |
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