PlayerControllerclass

objectComponentPlayerController
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public sealed class Sandbox.PlayerController : Sandbox.Component

Constructors1

Showing 1 constructors

Methods14

Showing 14 methods

public BBox BodyBox(float scale = 1, float heightScale = 1)PUBLIC

Return an aabb representing the body

ParameterTypeDescription
scale = 1float
heightScale = 1float
Returns:BBox

public void CreateBodyRenderer()PUBLIC

Returns:void

public Sandbox.GameObject CreateRagdoll(string name = Ragdoll)PUBLIC

Create a ragdoll gameobject version of our render body.

ParameterTypeDescription
name = Ragdollstring
Returns:GameObject

public void Jump(Vector3 velocity)PUBLIC

Adds velocity in a special way. First we subtract any opposite velocity (ie, falling) then we add the velocity, but we clamp it to that direction. This means that if you jump when you're running up a platform, you don't get extra jump power.

ParameterTypeDescription
velocityVector3
Returns:void

public void OnJumped()PUBLIC

Returns:void

public void PlayFootstepSound(Vector3 worldPosition, float volume, int foot)PUBLIC

Play a footstep sound at the given world position. Will only play if the player has a GroundSurface.

ParameterTypeDescription
worldPositionVector3
volumefloat
footint
Returns:void

public void PreventGrounding(float seconds)PUBLIC

Prevent being grounded for a number of seconds

ParameterTypeDescription
secondsfloat
Returns:void

public void RestoreGrounding()PUBLIC

Restores grounding, meant to be called during PreventGrounding( float seconds )

Returns:void

public void StartPressing(Sandbox.Component obj)PUBLIC

Start pressing a target component. This is called automatically when Use is pressed.

ParameterTypeDescription
objComponent
Returns:void

public void StopPressing()PUBLIC

Stop pressing. Pressed will become null.

Returns:void

public Sandbox.SceneTraceResult TraceBody(Vector3 from, Vector3 to, float scale = 1, float heightScale = 1)PUBLIC

Trace the aabb body from one position to another and return the result

ParameterTypeDescription
fromVector3
toVector3
scale = 1float
heightScale = 1float
Returns:SceneTraceResult

public void UpdateAnimation(Sandbox.SkinnedModelRenderer renderer)PUBLICPER-FRAME

Update the animation for this renderer. This will update the body rotation etc too.

ParameterTypeDescription
rendererSkinnedModelRenderer
Returns:void

public void UpdateDucking(bool wantsDuck)PUBLICPER-FRAME

Called during FixedUpdate when UseInputControls is enabled. Will duck if requested. If not, and we're ducked, will unduck if there is room

ParameterTypeDescription
wantsDuckbool
Returns:void

public void UpdateLookAt()PUBLICPER-FRAME

Called in Update when Using is enabled

Returns:void

Properties73

Showing 73 properties

public float Sandbox.PlayerController.AccelerationTime { get; set; }PUBLICGETSET

Amount of seconds it takes to get from your current speed to your requuested speed, if higher

Returns:float

public float Sandbox.PlayerController.AimStrengthBody { get; set; }PUBLICGETSET

How strongly to turn in the eye direction with our body

Returns:float

public float Sandbox.PlayerController.AimStrengthEyes { get; set; }PUBLICGETSET

How strongly to look in the eye direction with our eyes

Returns:float

public float Sandbox.PlayerController.AimStrengthHead { get; set; }PUBLICGETSET

How strongly to turn in the eye direction with our head

Returns:float

public float Sandbox.PlayerController.AirFriction { get; set; }PUBLICGETSET

How much friction to add when we're in the air. This will slow you down unless you have a wish velocity.

Returns:float

public string Sandbox.PlayerController.AltMoveButton { get; set; }PUBLICGETSET

The button that the player will press to use to run

Returns:string

public float Sandbox.PlayerController.BodyHeight { get; set; }PUBLICGETSET

Returns:float

public float Sandbox.PlayerController.BodyMass { get; set; }PUBLICGETSET

Returns:float

public float Sandbox.PlayerController.BodyRadius { get; set; }PUBLICGETSET

Returns:float

public float Sandbox.PlayerController.BrakePower { get; set; }PUBLICGETSET

We will apply extra friction when we're on the ground and our desired velocity is lower than our current velocity, so we will slow down.

Returns:float

public Sandbox.TagSet Sandbox.PlayerController.CameraCollisionIgnore { get; set; }PUBLICGETSET

The set of tags to ignore during camera collision detection.

Returns:TagSet

public float Sandbox.PlayerController.CurrentHeight { get; set; }PUBLICGETSET

Gets the current character height from `Sandbox.PlayerController.BodyHeight` when standing, otherwise uses `Sandbox.PlayerController.DuckedHeight` when ducking.

Returns:float

public float Sandbox.PlayerController.DeaccelerationTime { get; set; }PUBLICGETSET

Amount of seconds it takes to get from your current speed to your requuested speed, if lower

Returns:float

public float Sandbox.PlayerController.DuckedHeight { get; set; }PUBLICGETSET

Returns:float

public float Sandbox.PlayerController.DuckedSpeed { get; set; }PUBLICGETSET

Returns:float

public bool Sandbox.PlayerController.EnableFootstepSounds { get; set; }PUBLICGETSET

Returns:bool

public bool Sandbox.PlayerController.EnablePressing { get; set; }PUBLICGETSET

Allows to player to interact with things by "use"ing them. Usually by pressing the "use" button.

Returns:bool

public float Sandbox.PlayerController.EyeDistanceFromTop { get; set; }PUBLICGETSET

Returns:float

public float Sandbox.PlayerController.FootstepVolume { get; set; }PUBLICGETSET

Returns:float

public Sandbox.Component Sandbox.PlayerController.GroundComponent { get; set; }PUBLICGETSET

The collider component we're standing on. Null if we're standing nothing

Returns:Component

public float Sandbox.PlayerController.GroundFriction { get; set; }PUBLICGETSET

The friction property of the ground we're standing on.

Returns:float

public bool Sandbox.PlayerController.GroundIsDynamic { get; set; }PUBLICGETSET

Are we standing on a surface that is physically dynamic

Returns:bool

public Vector3 Sandbox.PlayerController.GroundVelocity { get; set; }PUBLICGETSET

The velocity that the ground underneath us is moving

Returns:Vector3

public float Sandbox.PlayerController.Headroom { get; set; }PUBLICGETSET

The distance from the top of the head to the closest ceiling.

Returns:float

public bool Sandbox.PlayerController.HideBodyInFirstPerson { get; set; }PUBLICGETSET

Returns:bool

public bool Sandbox.PlayerController.IsAirborne { get; set; }PUBLICGETSET

Not touching the ground, and not swimming or climbing

Returns:bool

public bool Sandbox.PlayerController.IsClimbing { get; set; }PUBLICGETSET

Set to true when entering a climbing `Sandbox.Movement.MoveMode`.

Returns:bool

public bool Sandbox.PlayerController.IsDucking { get; set; }PUBLICGETSET

True if this player is ducking

Returns:bool

public bool Sandbox.PlayerController.IsOnGround { get; set; }PUBLICGETSET

Returns:bool

public bool Sandbox.PlayerController.IsSwimming { get; set; }PUBLICGETSET

Set to true when entering a swimming `Sandbox.Movement.MoveMode`.

Returns:bool

public float Sandbox.PlayerController.JumpSpeed { get; set; }PUBLICGETSET

Returns:float

public float Sandbox.PlayerController.LookSensitivity { get; set; }PUBLICGETSET

Allows modifying the eye angle sensitivity. Note that player preference sensitivity is already automatically applied, this is just extra.

Returns:float

public float Sandbox.PlayerController.PitchClamp { get; set; }PUBLICGETSET

Returns:float

public float Sandbox.PlayerController.ReachLength { get; set; }PUBLICGETSET

How far from the eye can the player reach to use things

Returns:float

public bool Sandbox.PlayerController.RotateWithGround { get; set; }PUBLICGETSET

Returns:bool

public float Sandbox.PlayerController.RotationAngleLimit { get; set; }PUBLICGETSET

Returns:float

public float Sandbox.PlayerController.RotationSpeed { get; set; }PUBLICGETSET

Returns:float

public bool Sandbox.PlayerController.RunByDefault { get; set; }PUBLICGETSET

If true then the player will run by default, and holding AltMoveButton will switch to walk

Returns:bool

public float Sandbox.PlayerController.RunSpeed { get; set; }PUBLICGETSET

Returns:float

public bool Sandbox.PlayerController.ShowColliderComponents { get; set; }PUBLICGETSET

Returns:bool

public bool Sandbox.PlayerController.ShowCreateBodyRenderer { get; set; }PUBLICGETSET

If true we'll show the "create body" button

Returns:bool

public bool Sandbox.PlayerController.ShowRigidbodyComponent { get; set; }PUBLICGETSET

Returns:bool

public bool Sandbox.PlayerController.StepDebug { get; set; }PUBLICGETSET

Enable debug overlays for this character

Returns:bool

public bool Sandbox.PlayerController.ThirdPerson { get; set; }PUBLICGETSET

Returns:bool

public Sandbox.TimeSince Sandbox.PlayerController.TimeSinceGrounded { get; set; }PUBLICGETSET

Amount of time since this character was last on the ground

Returns:TimeSince

public Sandbox.TimeSince Sandbox.PlayerController.TimeSinceUngrounded { get; set; }PUBLICGETSET

Amount of time since this character was last not on the ground

Returns:TimeSince

public string Sandbox.PlayerController.ToggleCameraModeButton { get; set; }PUBLICGETSET

Returns:string

public bool Sandbox.PlayerController.UseAnimatorControls { get; set; }PUBLICGETSET

Returns:bool

public string Sandbox.PlayerController.UseButton { get; set; }PUBLICGETSET

The button that the player will press to use things

Returns:string

public bool Sandbox.PlayerController.UseCameraControls { get; set; }PUBLICGETSET

Returns:bool

public bool Sandbox.PlayerController.UseFovFromPreferences { get; set; }PUBLICGETSET

Returns:bool

public bool Sandbox.PlayerController.UseInputControls { get; set; }PUBLICGETSETINGEST

Returns:bool

public bool Sandbox.PlayerController.UseLookControls { get; set; }PUBLICGETSET

When true we'll move the camera around using the mouse

Returns:bool

public float Sandbox.PlayerController.WalkSpeed { get; set; }PUBLICGETSET

Returns:float

On this page

Constructorspublic PlayerController()Methodspublic BBox BodyBox(System.Single scale = 1, System.Single heightScale = 1)public System.Void CreateBodyRenderer()public Sandbox.GameObject CreateRagdoll(System.String name = Ragdoll)public System.Void Jump(Vector3 velocity)public System.Void OnJumped()public System.Void PlayFootstepSound(Vector3 worldPosition, System.Single volume, System.Int32 foot)public System.Void PreventGrounding(System.Single seconds)public System.Void RestoreGrounding()public System.Void StartPressing(Sandbox.Component obj)public System.Void StopPressing()public Sandbox.SceneTraceResult TraceBody(Vector3 from, Vector3 to, System.Single scale = 1, System.Single heightScale = 1)public System.Void UpdateAnimation(Sandbox.SkinnedModelRenderer renderer)public System.Void UpdateDucking(System.Boolean wantsDuck)public System.Void UpdateLookAt()Propertiespublic System.Single Sandbox.PlayerController.AccelerationTime { get; set; }public System.Single Sandbox.PlayerController.AimStrengthBody { get; set; }public System.Single Sandbox.PlayerController.AimStrengthEyes { get; set; }public System.Single Sandbox.PlayerController.AimStrengthHead { get; set; }public System.Single Sandbox.PlayerController.AirFriction { get; set; }public System.String Sandbox.PlayerController.AltMoveButton { get; set; }public Sandbox.Rigidbody Sandbox.PlayerController.Body { get; set; }public Sandbox.CapsuleCollider Sandbox.PlayerController.BodyCollider { get; set; }public Sandbox.TagSet Sandbox.PlayerController.BodyCollisionTags { get; set; }public System.Single Sandbox.PlayerController.BodyHeight { get; set; }public System.Single Sandbox.PlayerController.BodyMass { get; set; }public System.Single Sandbox.PlayerController.BodyRadius { get; set; }public System.Single Sandbox.PlayerController.BrakePower { get; set; }public Sandbox.TagSet Sandbox.PlayerController.CameraCollisionIgnore { get; set; }public Vector3 Sandbox.PlayerController.CameraOffset { get; set; }public Sandbox.GameObject Sandbox.PlayerController.ColliderObject { get; set; }public System.Single Sandbox.PlayerController.CurrentHeight { get; set; }public System.Single Sandbox.PlayerController.DeaccelerationTime { get; set; }public System.Single Sandbox.PlayerController.DuckedHeight { get; set; }public System.Single Sandbox.PlayerController.DuckedSpeed { get; set; }public System.Boolean Sandbox.PlayerController.EnableFootstepSounds { get; set; }public System.Boolean Sandbox.PlayerController.EnablePressing { get; set; }public Angles Sandbox.PlayerController.EyeAngles { get; set; }public System.Single Sandbox.PlayerController.EyeDistanceFromTop { get; set; }public Vector3 Sandbox.PlayerController.EyePosition { get; set; }public Transform Sandbox.PlayerController.EyeTransform { get; set; }public Sandbox.BoxCollider Sandbox.PlayerController.FeetCollider { get; set; }public Sandbox.Audio.MixerHandle Sandbox.PlayerController.FootstepMixer { get; set; }public System.Single Sandbox.PlayerController.FootstepVolume { get; set; }public Sandbox.Component Sandbox.PlayerController.GroundComponent { get; set; }public System.Single Sandbox.PlayerController.GroundFriction { get; set; }public System.Boolean Sandbox.PlayerController.GroundIsDynamic { get; set; }public Sandbox.GameObject Sandbox.PlayerController.GroundObject { get; set; }public Sandbox.Surface Sandbox.PlayerController.GroundSurface { get; set; }public Vector3 Sandbox.PlayerController.GroundVelocity { get; set; }public System.Single Sandbox.PlayerController.Headroom { get; set; }public System.Boolean Sandbox.PlayerController.HideBodyInFirstPerson { get; set; }public Sandbox.Component Sandbox.PlayerController.Hovered { get; set; }public System.Boolean Sandbox.PlayerController.IsAirborne { get; set; }public System.Boolean Sandbox.PlayerController.IsClimbing { get; set; }public System.Boolean Sandbox.PlayerController.IsDucking { get; set; }public System.Boolean Sandbox.PlayerController.IsOnGround { get; set; }public System.Boolean Sandbox.PlayerController.IsSwimming { get; set; }public System.Single Sandbox.PlayerController.JumpSpeed { get; set; }public System.Single Sandbox.PlayerController.LookSensitivity { get; set; }public Sandbox.Movement.MoveMode Sandbox.PlayerController.Mode { get; set; }public System.Single Sandbox.PlayerController.PitchClamp { get; set; }public Sandbox.Component Sandbox.PlayerController.Pressed { get; set; }public System.Single Sandbox.PlayerController.ReachLength { get; set; }public Sandbox.SkinnedModelRenderer Sandbox.PlayerController.Renderer { get; set; }public System.Boolean Sandbox.PlayerController.RotateWithGround { get; set; }public System.Single Sandbox.PlayerController.RotationAngleLimit { get; set; }public System.Single Sandbox.PlayerController.RotationSpeed { get; set; }public System.Boolean Sandbox.PlayerController.RunByDefault { get; set; }public System.Single Sandbox.PlayerController.RunSpeed { get; set; }public System.Boolean Sandbox.PlayerController.ShowColliderComponents { get; set; }public System.Boolean Sandbox.PlayerController.ShowCreateBodyRenderer { get; set; }public System.Boolean Sandbox.PlayerController.ShowRigidbodyComponent { get; set; }public System.Boolean Sandbox.PlayerController.StepDebug { get; set; }public System.Boolean Sandbox.PlayerController.ThirdPerson { get; set; }public Sandbox.TimeSince Sandbox.PlayerController.TimeSinceGrounded { get; set; }public Sandbox.TimeSince Sandbox.PlayerController.TimeSinceUngrounded { get; set; }public System.String Sandbox.PlayerController.ToggleCameraModeButton { get; set; }public System.Collections.Generic.List`1<Sandbox.Component.IPressable.Tooltip> Sandbox.PlayerController.Tooltips { get; set; }public System.Boolean Sandbox.PlayerController.UseAnimatorControls { get; set; }public System.String Sandbox.PlayerController.UseButton { get; set; }public System.Boolean Sandbox.PlayerController.UseCameraControls { get; set; }public System.Boolean Sandbox.PlayerController.UseFovFromPreferences { get; set; }public System.Boolean Sandbox.PlayerController.UseInputControls { get; set; }public System.Boolean Sandbox.PlayerController.UseLookControls { get; set; }public Vector3 Sandbox.PlayerController.Velocity { get; set; }public System.Single Sandbox.PlayerController.WalkSpeed { get; set; }public Vector3 Sandbox.PlayerController.WishVelocity { get; set; }Metadata