Quantum Engineering
Public Member Functions | Static Public Member Functions | Public Attributes | Private Member Functions | Private Attributes | List of all members
PlayerController Class Reference

This is the core class for the player which handles most of the player's interactions with the game. More...

Inheritance diagram for PlayerController:

Public Member Functions

void Start ()
 
void Update ()
 Called once per frame by unity engine. More...
 
void FixedUpdate ()
 Frame-rate independent physics calculations. More...
 
void SavePlayerData ()
 Saves the player's location and money. More...
 
void ApplySettings ()
 Applies global settings. More...
 
void PlayButtonSound ()
 Plays a sound. More...
 
void PlayCraftingSound ()
 Plays a sound. More...
 
void PlayMissingItemsSound ()
 Plays a sound. More...
 
bool GuiOpen ()
 Returns true if any GUI is open. More...
 
void OpenEscapeMenu ()
 Opens the escape menu. More...
 
void DropItem (InventorySlot slot)
 Drops a stack of items on the ground. More...
 
void OnCollisionStay (Collision collision)
 Used to handle walking up stairs. More...
 
void OnCollisionEnter (Collision collision)
 Used to handle picking up items. More...
 

Static Public Member Functions

static IEnumerator Save ()
 Handles saving world and exiting to the main menu. More...
 

Public Attributes

NetworkController networkController
 
Vector3 destroyStartPosition
 
Vector3 buildStartPosition
 
StateManager stateManager
 
GameManager gameManager
 
Camera mCam
 
InventoryManager playerInventory
 
InventoryManager storageInventory
 
AudioSource builderSound
 
AudioSource guiSound
 
GameObject objectInSight
 
GameObject machineInSight
 
LaserController laserController
 
BlockSelector blockSelector
 
Door doorToEdit
 
bool cannotCollect
 
bool building
 
bool inventoryOpen
 
bool storageGUIopen
 
bool machineGUIopen
 
bool craftingGUIopen
 
bool marketGUIopen
 
bool buildSettingsGuiOpen
 
bool doorGUIopen
 
bool remoteStorageActive
 
bool escapeMenuOpen
 
bool machineHasPower
 
bool lookingAtCombinedMesh
 
bool tabletOpen
 
bool optionsGUIopen
 
bool creativeMode
 
bool timeToDeliverWarningRecieved
 
bool draggingItem
 
bool displayingBuildItem
 
bool exiting
 
bool requestedSave
 
bool invalidAugerPlacement
 
bool autoAxisMessage
 
bool invalidRailCartPlacement
 
bool helpMenuOpen
 
bool requestedBuildingStop
 
bool pirateAttackWarningActive
 
bool meteorShowerWarningActive
 
bool destructionMessageActive
 
bool timeToDeliver
 
bool paintGunActive
 
bool paintColorSelected
 
bool videoMenuOpen
 
bool schematicMenuOpen
 
bool crosshairEnabled = true
 
bool stoppingBuildCoRoutine
 
bool separatedBlocks
 
bool destroying
 
bool requestedChunkLoad
 
bool blockLimitMessage
 
bool laserCannonActive
 
bool scannerActive
 
bool firing
 
bool scanning
 
bool moveForward
 
bool moveBackward
 
bool moveLeft
 
bool moveRight
 
bool moveUp
 
bool moveDown
 
bool stopMovement
 
string cubeloc = "up"
 
string machineID = "unassigned"
 
string machineOutputID = "unassigned"
 
string machineOutputID2 = "unassigned"
 
string machineInputID = "unassigned"
 
string machineInputID2 = "unassigned"
 
string machineType
 
string machineType2
 
string machineInputType
 
string machineInputType2
 
string machineOutputType
 
string currentTabletMessage = ""
 
string buildType = "Dark Matter Collector"
 
string nextBuildType = "Turret"
 
string previousBuildType = "Dark Matter Conduit"
 
float cannotCollectTimer
 
float collectorAmount
 
float hxAmount
 
float machineAmount
 
float machineAmount2
 
float machineInputAmount
 
float machineInputAmount2
 
float machineOutputAmount
 
float deliveryWarningTimer
 
float buildItemDisplayTimer
 
float footStepTimer
 
float footStepSoundFrquency
 
float buildIncrementTimer
 
float invalidAugerPlacementTimer
 
float autoAxisMessageTimer
 
float invalidRailCartPlacementTimer
 
float paintRed
 
float paintGreen
 
float paintBlue
 
float requestedSaveTimer
 
float blockLimitMessageTimer
 
float graphicsQuality = 999
 
int playerMoveSpeed
 
int machinePower
 
int machineSpeed
 
double machineRange
 
int networkedConduitRange
 
int networkedMachineSpeed
 
bool networkedDualPower
 
int networkedHubCircuit
 
int networkedHubRange
 
bool networkedHubStop
 
float networkedHubStopTime
 
int machineHeat
 
int machineCooling
 
int buildMultiplier = 1
 
int defaultRange = 6
 
int money
 
int destructionMessageCount
 
int storageComputerInventory
 
AudioClip footStep1
 
AudioClip footStep2
 
AudioClip footStep3
 
AudioClip footStep4
 
AudioClip metalFootStep1
 
AudioClip metalFootStep2
 
AudioClip metalFootStep3
 
AudioClip metalFootStep4
 
AudioClip missingItemsClip
 
AudioClip buttonClip
 
AudioClip craftingClip
 
GameObject ping
 
GameObject tablet
 
GameObject scanner
 
GameObject laserCannon
 
GameObject paintGun
 
GameObject paintGunTank
 
GameObject adjustedPaintGunTank
 
GameObject adjustedPaintGunTank2
 
GameObject muzzleFlash
 
GameObject scannerFlash
 
GameObject weaponHit
 
GameObject darkMatterCollector
 
GameObject darkMatter
 
GameObject darkMatterConduit
 
GameObject ironBlock
 
GameObject ironRamp
 
GameObject steel
 
GameObject steelRamp
 
GameObject storageContainer
 
GameObject universalExtractor
 
GameObject auger
 
GameObject quantumHatchway
 
GameObject door
 
GameObject universalConduit
 
GameObject glass
 
GameObject brick
 
GameObject electricLight
 
GameObject smelter
 
GameObject turret
 
GameObject missileTurret
 
GameObject solarPanel
 
GameObject generator
 
GameObject reactorTurbine
 
GameObject nuclearReactor
 
GameObject press
 
GameObject extruder
 
GameObject retriever
 
GameObject railCart
 
GameObject railCartHub
 
GameObject storageComputer
 
GameObject autoCrafter
 
GameObject heatExchanger
 
GameObject gearCutter
 
GameObject alloySmelter
 
GameObject powerConduit
 
GameObject playerBody
 
GameObject builder
 
GameObject headlamp
 
GameObject guiObject
 
GameObject currentStorageComputer
 
GameObject buildObject
 
GameObject modMachine
 
GameObject modBlock
 
GameObject item
 
GameObject networkPlayer
 
Material constructionMat
 
bool addedModBlocks
 

Private Member Functions

bool ReadyToLoadModBlocks ()
 Returns true when prerequisites are met for loading machines added by mods. More...
 
bool BlockDictionaryInitiazlied ()
 Returns true if block dictionary is non null. More...
 
bool LoadedModTextures ()
 Returns true when all mod textures have finished loading. More...
 
bool ShouldShowTabletIntro ()
 Returns true at the beginning of the first in-game day when the intro should be displayed on the tablet. More...
 
void ShowTabletIntro ()
 Displays the intro message on the tablet. More...
 
void MovePlayerToSavedLocation ()
 Moves the player to their previous location when a game is loaded. More...
 
void OpenTabletOnFirstLoad ()
 Opens the tablet to display a message the first time the world is loaded. More...
 
void DisplayDeliveryWarning ()
 Displays a message on the player's tablet when the rocket is landing to collect dark matter. More...
 
void HandleBuildingStopRequest ()
 Stops the players building mode and sends a request to the game manager to recombine any edited combined meshes. More...
 
void ModifyCombinedMeshes ()
 Handles the sending of chunk load requests for modifying combined meshes. More...
 
void HandleChunkLoadRequest ()
 Handles requests to load chunks of blocks from combined meshes near the player. More...
 
void EnforceWorldLimits ()
 Enforces world size limitations. More...
 
void HandleSaveRequest ()
 Handles requests to exit the game. More...
 
void CheckStorageDistance ()
 Closes the storage GUI if the player has moved too far from the container. More...
 

Private Attributes

InputManager inputManager
 
Coroutine saveCoroutine
 
Coroutine networkWorldUpdateCoroutine
 
Vector3 originalPosition
 
bool gotPosition
 
bool gameStarted
 
bool checkedForCreativeMode
 
bool meteorShowerWarningReceived
 
bool pirateAttackWarningReceived
 
bool destructionMessageReceived
 
bool movedPlayer
 
bool introDisplayed
 

Detailed Description

This is the core class for the player which handles most of the player's interactions with the game.

Member Function Documentation

◆ ApplySettings()

void PlayerController.ApplySettings ( )
inline

Applies global settings.

◆ BlockDictionaryInitiazlied()

bool PlayerController.BlockDictionaryInitiazlied ( )
inlineprivate

Returns true if block dictionary is non null.

◆ CheckStorageDistance()

void PlayerController.CheckStorageDistance ( )
inlineprivate

Closes the storage GUI if the player has moved too far from the container.

◆ DisplayDeliveryWarning()

void PlayerController.DisplayDeliveryWarning ( )
inlineprivate

Displays a message on the player's tablet when the rocket is landing to collect dark matter.

◆ DropItem()

void PlayerController.DropItem ( InventorySlot  slot)
inline

Drops a stack of items on the ground.

◆ EnforceWorldLimits()

void PlayerController.EnforceWorldLimits ( )
inlineprivate

Enforces world size limitations.

◆ FixedUpdate()

void PlayerController.FixedUpdate ( )
inline

Frame-rate independent physics calculations.

◆ GuiOpen()

bool PlayerController.GuiOpen ( )
inline

Returns true if any GUI is open.

◆ HandleBuildingStopRequest()

void PlayerController.HandleBuildingStopRequest ( )
inlineprivate

Stops the players building mode and sends a request to the game manager to recombine any edited combined meshes.

◆ HandleChunkLoadRequest()

void PlayerController.HandleChunkLoadRequest ( )
inlineprivate

Handles requests to load chunks of blocks from combined meshes near the player.

◆ HandleSaveRequest()

void PlayerController.HandleSaveRequest ( )
inlineprivate

Handles requests to exit the game.

◆ LoadedModTextures()

bool PlayerController.LoadedModTextures ( )
inlineprivate

Returns true when all mod textures have finished loading.

◆ ModifyCombinedMeshes()

void PlayerController.ModifyCombinedMeshes ( )
inlineprivate

Handles the sending of chunk load requests for modifying combined meshes.

◆ MovePlayerToSavedLocation()

void PlayerController.MovePlayerToSavedLocation ( )
inlineprivate

Moves the player to their previous location when a game is loaded.

◆ OnCollisionEnter()

void PlayerController.OnCollisionEnter ( Collision  collision)
inline

Used to handle picking up items.

◆ OnCollisionStay()

void PlayerController.OnCollisionStay ( Collision  collision)
inline

Used to handle walking up stairs.

◆ OpenEscapeMenu()

void PlayerController.OpenEscapeMenu ( )
inline

Opens the escape menu.

◆ OpenTabletOnFirstLoad()

void PlayerController.OpenTabletOnFirstLoad ( )
inlineprivate

Opens the tablet to display a message the first time the world is loaded.

◆ PlayButtonSound()

void PlayerController.PlayButtonSound ( )
inline

Plays a sound.

◆ PlayCraftingSound()

void PlayerController.PlayCraftingSound ( )
inline

Plays a sound.

◆ PlayMissingItemsSound()

void PlayerController.PlayMissingItemsSound ( )
inline

Plays a sound.

◆ ReadyToLoadModBlocks()

bool PlayerController.ReadyToLoadModBlocks ( )
inlineprivate

Returns true when prerequisites are met for loading machines added by mods.

◆ Save()

static IEnumerator PlayerController.Save ( )
inlinestatic

Handles saving world and exiting to the main menu.

◆ SavePlayerData()

void PlayerController.SavePlayerData ( )
inline

Saves the player's location and money.

◆ ShouldShowTabletIntro()

bool PlayerController.ShouldShowTabletIntro ( )
inlineprivate

Returns true at the beginning of the first in-game day when the intro should be displayed on the tablet.

◆ ShowTabletIntro()

void PlayerController.ShowTabletIntro ( )
inlineprivate

Displays the intro message on the tablet.

◆ Start()

void PlayerController.Start ( )
inline

◆ Update()

void PlayerController.Update ( )
inline

Called once per frame by unity engine.

Member Data Documentation

◆ addedModBlocks

bool PlayerController.addedModBlocks

◆ adjustedPaintGunTank

GameObject PlayerController.adjustedPaintGunTank

◆ adjustedPaintGunTank2

GameObject PlayerController.adjustedPaintGunTank2

◆ alloySmelter

GameObject PlayerController.alloySmelter

◆ auger

GameObject PlayerController.auger

◆ autoAxisMessage

bool PlayerController.autoAxisMessage

◆ autoAxisMessageTimer

float PlayerController.autoAxisMessageTimer

◆ autoCrafter

GameObject PlayerController.autoCrafter

◆ blockLimitMessage

bool PlayerController.blockLimitMessage

◆ blockLimitMessageTimer

float PlayerController.blockLimitMessageTimer

◆ blockSelector

BlockSelector PlayerController.blockSelector

◆ brick

GameObject PlayerController.brick

◆ builder

GameObject PlayerController.builder

◆ builderSound

AudioSource PlayerController.builderSound

◆ buildIncrementTimer

float PlayerController.buildIncrementTimer

◆ building

bool PlayerController.building

◆ buildItemDisplayTimer

float PlayerController.buildItemDisplayTimer

◆ buildMultiplier

int PlayerController.buildMultiplier = 1

◆ buildObject

GameObject PlayerController.buildObject

◆ buildSettingsGuiOpen

bool PlayerController.buildSettingsGuiOpen

◆ buildStartPosition

Vector3 PlayerController.buildStartPosition

◆ buildType

string PlayerController.buildType = "Dark Matter Collector"

◆ buttonClip

AudioClip PlayerController.buttonClip

◆ cannotCollect

bool PlayerController.cannotCollect

◆ cannotCollectTimer

float PlayerController.cannotCollectTimer

◆ checkedForCreativeMode

bool PlayerController.checkedForCreativeMode
private

◆ collectorAmount

float PlayerController.collectorAmount

◆ constructionMat

Material PlayerController.constructionMat

◆ craftingClip

AudioClip PlayerController.craftingClip

◆ craftingGUIopen

bool PlayerController.craftingGUIopen

◆ creativeMode

bool PlayerController.creativeMode

◆ crosshairEnabled

bool PlayerController.crosshairEnabled = true

◆ cubeloc

string PlayerController.cubeloc = "up"

◆ currentStorageComputer

GameObject PlayerController.currentStorageComputer

◆ currentTabletMessage

string PlayerController.currentTabletMessage = ""

◆ darkMatter

GameObject PlayerController.darkMatter

◆ darkMatterCollector

GameObject PlayerController.darkMatterCollector

◆ darkMatterConduit

GameObject PlayerController.darkMatterConduit

◆ defaultRange

int PlayerController.defaultRange = 6

◆ deliveryWarningTimer

float PlayerController.deliveryWarningTimer

◆ destroying

bool PlayerController.destroying

◆ destroyStartPosition

Vector3 PlayerController.destroyStartPosition

◆ destructionMessageActive

bool PlayerController.destructionMessageActive

◆ destructionMessageCount

int PlayerController.destructionMessageCount

◆ destructionMessageReceived

bool PlayerController.destructionMessageReceived
private

◆ displayingBuildItem

bool PlayerController.displayingBuildItem

◆ door

GameObject PlayerController.door

◆ doorGUIopen

bool PlayerController.doorGUIopen

◆ doorToEdit

Door PlayerController.doorToEdit

◆ draggingItem

bool PlayerController.draggingItem

◆ electricLight

GameObject PlayerController.electricLight

◆ escapeMenuOpen

bool PlayerController.escapeMenuOpen

◆ exiting

bool PlayerController.exiting

◆ extruder

GameObject PlayerController.extruder

◆ firing

bool PlayerController.firing

◆ footStep1

AudioClip PlayerController.footStep1

◆ footStep2

AudioClip PlayerController.footStep2

◆ footStep3

AudioClip PlayerController.footStep3

◆ footStep4

AudioClip PlayerController.footStep4

◆ footStepSoundFrquency

float PlayerController.footStepSoundFrquency

◆ footStepTimer

float PlayerController.footStepTimer

◆ gameManager

GameManager PlayerController.gameManager

◆ gameStarted

bool PlayerController.gameStarted
private

◆ gearCutter

GameObject PlayerController.gearCutter

◆ generator

GameObject PlayerController.generator

◆ glass

GameObject PlayerController.glass

◆ gotPosition

bool PlayerController.gotPosition
private

◆ graphicsQuality

float PlayerController.graphicsQuality = 999

◆ guiObject

GameObject PlayerController.guiObject

◆ guiSound

AudioSource PlayerController.guiSound

◆ headlamp

GameObject PlayerController.headlamp

◆ heatExchanger

GameObject PlayerController.heatExchanger

◆ helpMenuOpen

bool PlayerController.helpMenuOpen

◆ hxAmount

float PlayerController.hxAmount

◆ inputManager

InputManager PlayerController.inputManager
private

◆ introDisplayed

bool PlayerController.introDisplayed
private

◆ invalidAugerPlacement

bool PlayerController.invalidAugerPlacement

◆ invalidAugerPlacementTimer

float PlayerController.invalidAugerPlacementTimer

◆ invalidRailCartPlacement

bool PlayerController.invalidRailCartPlacement

◆ invalidRailCartPlacementTimer

float PlayerController.invalidRailCartPlacementTimer

◆ inventoryOpen

bool PlayerController.inventoryOpen

◆ ironBlock

GameObject PlayerController.ironBlock

◆ ironRamp

GameObject PlayerController.ironRamp

◆ item

GameObject PlayerController.item

◆ laserCannon

GameObject PlayerController.laserCannon

◆ laserCannonActive

bool PlayerController.laserCannonActive

◆ laserController

LaserController PlayerController.laserController

◆ lookingAtCombinedMesh

bool PlayerController.lookingAtCombinedMesh

◆ machineAmount

float PlayerController.machineAmount

◆ machineAmount2

float PlayerController.machineAmount2

◆ machineCooling

int PlayerController.machineCooling

◆ machineGUIopen

bool PlayerController.machineGUIopen

◆ machineHasPower

bool PlayerController.machineHasPower

◆ machineHeat

int PlayerController.machineHeat

◆ machineID

string PlayerController.machineID = "unassigned"

◆ machineInputAmount

float PlayerController.machineInputAmount

◆ machineInputAmount2

float PlayerController.machineInputAmount2

◆ machineInputID

string PlayerController.machineInputID = "unassigned"

◆ machineInputID2

string PlayerController.machineInputID2 = "unassigned"

◆ machineInputType

string PlayerController.machineInputType

◆ machineInputType2

string PlayerController.machineInputType2

◆ machineInSight

GameObject PlayerController.machineInSight

◆ machineOutputAmount

float PlayerController.machineOutputAmount

◆ machineOutputID

string PlayerController.machineOutputID = "unassigned"

◆ machineOutputID2

string PlayerController.machineOutputID2 = "unassigned"

◆ machineOutputType

string PlayerController.machineOutputType

◆ machinePower

int PlayerController.machinePower

◆ machineRange

double PlayerController.machineRange

◆ machineSpeed

int PlayerController.machineSpeed

◆ machineType

string PlayerController.machineType

◆ machineType2

string PlayerController.machineType2

◆ marketGUIopen

bool PlayerController.marketGUIopen

◆ mCam

Camera PlayerController.mCam

◆ metalFootStep1

AudioClip PlayerController.metalFootStep1

◆ metalFootStep2

AudioClip PlayerController.metalFootStep2

◆ metalFootStep3

AudioClip PlayerController.metalFootStep3

◆ metalFootStep4

AudioClip PlayerController.metalFootStep4

◆ meteorShowerWarningActive

bool PlayerController.meteorShowerWarningActive

◆ meteorShowerWarningReceived

bool PlayerController.meteorShowerWarningReceived
private

◆ missileTurret

GameObject PlayerController.missileTurret

◆ missingItemsClip

AudioClip PlayerController.missingItemsClip

◆ modBlock

GameObject PlayerController.modBlock

◆ modMachine

GameObject PlayerController.modMachine

◆ money

int PlayerController.money

◆ moveBackward

bool PlayerController.moveBackward

◆ moveDown

bool PlayerController.moveDown

◆ movedPlayer

bool PlayerController.movedPlayer
private

◆ moveForward

bool PlayerController.moveForward

◆ moveLeft

bool PlayerController.moveLeft

◆ moveRight

bool PlayerController.moveRight

◆ moveUp

bool PlayerController.moveUp

◆ muzzleFlash

GameObject PlayerController.muzzleFlash

◆ networkController

NetworkController PlayerController.networkController

◆ networkedConduitRange

int PlayerController.networkedConduitRange

◆ networkedDualPower

bool PlayerController.networkedDualPower

◆ networkedHubCircuit

int PlayerController.networkedHubCircuit

◆ networkedHubRange

int PlayerController.networkedHubRange

◆ networkedHubStop

bool PlayerController.networkedHubStop

◆ networkedHubStopTime

float PlayerController.networkedHubStopTime

◆ networkedMachineSpeed

int PlayerController.networkedMachineSpeed

◆ networkPlayer

GameObject PlayerController.networkPlayer

◆ networkWorldUpdateCoroutine

Coroutine PlayerController.networkWorldUpdateCoroutine
private

◆ nextBuildType

string PlayerController.nextBuildType = "Turret"

◆ nuclearReactor

GameObject PlayerController.nuclearReactor

◆ objectInSight

GameObject PlayerController.objectInSight

◆ optionsGUIopen

bool PlayerController.optionsGUIopen

◆ originalPosition

Vector3 PlayerController.originalPosition
private

◆ paintBlue

float PlayerController.paintBlue

◆ paintColorSelected

bool PlayerController.paintColorSelected

◆ paintGreen

float PlayerController.paintGreen

◆ paintGun

GameObject PlayerController.paintGun

◆ paintGunActive

bool PlayerController.paintGunActive

◆ paintGunTank

GameObject PlayerController.paintGunTank

◆ paintRed

float PlayerController.paintRed

◆ ping

GameObject PlayerController.ping

◆ pirateAttackWarningActive

bool PlayerController.pirateAttackWarningActive

◆ pirateAttackWarningReceived

bool PlayerController.pirateAttackWarningReceived
private

◆ playerBody

GameObject PlayerController.playerBody

◆ playerInventory

InventoryManager PlayerController.playerInventory

◆ playerMoveSpeed

int PlayerController.playerMoveSpeed

◆ powerConduit

GameObject PlayerController.powerConduit

◆ press

GameObject PlayerController.press

◆ previousBuildType

string PlayerController.previousBuildType = "Dark Matter Conduit"

◆ quantumHatchway

GameObject PlayerController.quantumHatchway

◆ railCart

GameObject PlayerController.railCart

◆ railCartHub

GameObject PlayerController.railCartHub

◆ reactorTurbine

GameObject PlayerController.reactorTurbine

◆ remoteStorageActive

bool PlayerController.remoteStorageActive

◆ requestedBuildingStop

bool PlayerController.requestedBuildingStop

◆ requestedChunkLoad

bool PlayerController.requestedChunkLoad

◆ requestedSave

bool PlayerController.requestedSave

◆ requestedSaveTimer

float PlayerController.requestedSaveTimer

◆ retriever

GameObject PlayerController.retriever

◆ saveCoroutine

Coroutine PlayerController.saveCoroutine
private

◆ scanner

GameObject PlayerController.scanner

◆ scannerActive

bool PlayerController.scannerActive

◆ scannerFlash

GameObject PlayerController.scannerFlash

◆ scanning

bool PlayerController.scanning

◆ schematicMenuOpen

bool PlayerController.schematicMenuOpen

◆ separatedBlocks

bool PlayerController.separatedBlocks

◆ smelter

GameObject PlayerController.smelter

◆ solarPanel

GameObject PlayerController.solarPanel

◆ stateManager

StateManager PlayerController.stateManager

◆ steel

GameObject PlayerController.steel

◆ steelRamp

GameObject PlayerController.steelRamp

◆ stopMovement

bool PlayerController.stopMovement

◆ stoppingBuildCoRoutine

bool PlayerController.stoppingBuildCoRoutine

◆ storageComputer

GameObject PlayerController.storageComputer

◆ storageComputerInventory

int PlayerController.storageComputerInventory

◆ storageContainer

GameObject PlayerController.storageContainer

◆ storageGUIopen

bool PlayerController.storageGUIopen

◆ storageInventory

InventoryManager PlayerController.storageInventory

◆ tablet

GameObject PlayerController.tablet

◆ tabletOpen

bool PlayerController.tabletOpen

◆ timeToDeliver

bool PlayerController.timeToDeliver

◆ timeToDeliverWarningRecieved

bool PlayerController.timeToDeliverWarningRecieved

◆ turret

GameObject PlayerController.turret

◆ universalConduit

GameObject PlayerController.universalConduit

◆ universalExtractor

GameObject PlayerController.universalExtractor

◆ videoMenuOpen

bool PlayerController.videoMenuOpen

◆ weaponHit

GameObject PlayerController.weaponHit

The documentation for this class was generated from the following file: