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Class CharacterComponent

Namespace: DiceRolling.Components.Characters
Assembly: dice-rolling.dll

[Tool]
[ScriptPath("res://scenes/components/CharacterComponent/CharacterComponent.cs")]
public class CharacterComponent : Node3D, IDisposable

Inheritance

object ← GodotObject ← Node ← Node3D ← CharacterComponent

Implements

IDisposable

Inherited Members

Show/Hide Inherited Members

Node3D.NotificationTransformChanged,
Node3D.NotificationEnterWorld,
Node3D.NotificationExitWorld,
Node3D.NotificationVisibilityChanged,
Node3D.NotificationLocalTransformChanged,
Node3D.GetGlobalTransformInterpolated(),
Node3D.GetParentNode3D(),
Node3D.SetIgnoreTransformNotification(bool),
Node3D.SetDisableScale(bool),
Node3D.IsScaleDisabled(),
Node3D.GetWorld3D(),
Node3D.ForceUpdateTransform(),
Node3D.UpdateGizmos(),
Node3D.AddGizmo(Node3DGizmo),
Node3D.GetGizmos(),
Node3D.ClearGizmos(),
Node3D.SetSubgizmoSelection(Node3DGizmo, int, Transform3D),
Node3D.ClearSubgizmoSelection(),
Node3D.IsVisibleInTree(),
Node3D.Show(),
Node3D.Hide(),
Node3D.SetNotifyLocalTransform(bool),
Node3D.IsLocalTransformNotificationEnabled(),
Node3D.SetNotifyTransform(bool),
Node3D.IsTransformNotificationEnabled(),
Node3D.Rotate(Vector3, float),
Node3D.GlobalRotate(Vector3, float),
Node3D.GlobalScale(Vector3),
Node3D.GlobalTranslate(Vector3),
Node3D.RotateObjectLocal(Vector3, float),
Node3D.ScaleObjectLocal(Vector3),
Node3D.TranslateObjectLocal(Vector3),
Node3D.RotateX(float),
Node3D.RotateY(float),
Node3D.RotateZ(float),
Node3D.Translate(Vector3),
Node3D.Orthonormalize(),
Node3D.SetIdentity(),
Node3D.LookAt(Vector3, Vector3?, bool),
Node3D.LookAtFromPosition(Vector3, Vector3, Vector3?, bool),
Node3D.ToLocal(Vector3),
Node3D.ToGlobal(Vector3),
Node3D.EmitSignalVisibilityChanged(),
Node3D.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
Node3D.HasGodotClassMethod(in godot_string_name),
Node3D.HasGodotClassSignal(in godot_string_name),
Node3D.Transform,
Node3D.GlobalTransform,
Node3D.Position,
Node3D.Rotation,
Node3D.RotationDegrees,
Node3D.Quaternion,
Node3D.Basis,
Node3D.Scale,
Node3D.RotationEditMode,
Node3D.RotationOrder,
Node3D.TopLevel,
Node3D.GlobalPosition,
Node3D.GlobalBasis,
Node3D.GlobalRotation,
Node3D.GlobalRotationDegrees,
Node3D.Visible,
Node3D.VisibilityParent,
Node3D.VisibilityChanged,
Node.NotificationEnterTree,
Node.NotificationExitTree,
Node.NotificationMovedInParent,
Node.NotificationReady,
Node.NotificationPaused,
Node.NotificationUnpaused,
Node.NotificationPhysicsProcess,
Node.NotificationProcess,
Node.NotificationParented,
Node.NotificationUnparented,
Node.NotificationSceneInstantiated,
Node.NotificationDragBegin,
Node.NotificationDragEnd,
Node.NotificationPathRenamed,
Node.NotificationChildOrderChanged,
Node.NotificationInternalProcess,
Node.NotificationInternalPhysicsProcess,
Node.NotificationPostEnterTree,
Node.NotificationDisabled,
Node.NotificationEnabled,
Node.NotificationResetPhysicsInterpolation,
Node.NotificationEditorPreSave,
Node.NotificationEditorPostSave,
Node.NotificationWMMouseEnter,
Node.NotificationWMMouseExit,
Node.NotificationWMWindowFocusIn,
Node.NotificationWMWindowFocusOut,
Node.NotificationWMCloseRequest,
Node.NotificationWMGoBackRequest,
Node.NotificationWMSizeChanged,
Node.NotificationWMDpiChange,
Node.NotificationVpMouseEnter,
Node.NotificationVpMouseExit,
Node.NotificationOsMemoryWarning,
Node.NotificationTranslationChanged,
Node.NotificationWMAbout,
Node.NotificationCrash,
Node.NotificationOsImeUpdate,
Node.NotificationApplicationResumed,
Node.NotificationApplicationPaused,
Node.NotificationApplicationFocusIn,
Node.NotificationApplicationFocusOut,
Node.NotificationTextServerChanged,
Node.GetNode<T>(NodePath),
Node.GetNodeOrNull<T>(NodePath),
Node.GetChild<T>(int, bool),
Node.GetChildOrNull<T>(int, bool),
Node.GetOwner<T>(),
Node.GetOwnerOrNull<T>(),
Node.GetParent<T>(),
Node.GetParentOrNull<T>(),
Node._EnterTree(),
Node._ExitTree(),
Node._GetConfigurationWarnings(),
Node._Input(InputEvent),
Node._PhysicsProcess(double),
Node._Process(double),
Node._Ready(),
Node._ShortcutInput(InputEvent),
Node._UnhandledInput(InputEvent),
Node._UnhandledKeyInput(InputEvent),
Node.PrintOrphanNodes(),
Node.AddSibling(Node, bool),
Node.AddChild(Node, bool, Node.InternalMode),
Node.RemoveChild(Node),
Node.Reparent(Node, bool),
Node.GetChildCount(bool),
Node.GetChildren(bool),
Node.GetChild(int, bool),
Node.HasNode(NodePath),
Node.GetNode(NodePath),
Node.GetNodeOrNull(NodePath),
Node.GetParent(),
Node.FindChild(string, bool, bool),
Node.FindChildren(string, string, bool, bool),
Node.FindParent(string),
Node.HasNodeAndResource(NodePath),
Node.GetNodeAndResource(NodePath),
Node.IsInsideTree(),
Node.IsPartOfEditedScene(),
Node.IsAncestorOf(Node),
Node.IsGreaterThan(Node),
Node.GetPath(),
Node.GetPathTo(Node, bool),
Node.AddToGroup(StringName, bool),
Node.RemoveFromGroup(StringName),
Node.IsInGroup(StringName),
Node.MoveChild(Node, int),
Node.GetGroups(),
Node.GetIndex(bool),
Node.PrintTree(),
Node.PrintTreePretty(),
Node.GetTreeString(),
Node.GetTreeStringPretty(),
Node.PropagateNotification(int),
Node.PropagateCall(StringName, Array, bool),
Node.SetPhysicsProcess(bool),
Node.GetPhysicsProcessDeltaTime(),
Node.IsPhysicsProcessing(),
Node.GetProcessDeltaTime(),
Node.SetProcess(bool),
Node.IsProcessing(),
Node.SetProcessInput(bool),
Node.IsProcessingInput(),
Node.SetProcessShortcutInput(bool),
Node.IsProcessingShortcutInput(),
Node.SetProcessUnhandledInput(bool),
Node.IsProcessingUnhandledInput(),
Node.SetProcessUnhandledKeyInput(bool),
Node.IsProcessingUnhandledKeyInput(),
Node.CanProcess(),
Node.SetDisplayFolded(bool),
Node.IsDisplayedFolded(),
Node.SetProcessInternal(bool),
Node.IsProcessingInternal(),
Node.SetPhysicsProcessInternal(bool),
Node.IsPhysicsProcessingInternal(),
Node.IsPhysicsInterpolated(),
Node.IsPhysicsInterpolatedAndEnabled(),
Node.ResetPhysicsInterpolation(),
Node.SetTranslationDomainInherited(),
Node.GetWindow(),
Node.GetLastExclusiveWindow(),
Node.GetTree(),
Node.CreateTween(),
Node.Duplicate(int),
Node.ReplaceBy(Node, bool),
Node.SetSceneInstanceLoadPlaceholder(bool),
Node.GetSceneInstanceLoadPlaceholder(),
Node.SetEditableInstance(Node, bool),
Node.IsEditableInstance(Node),
Node.GetViewport(),
Node.QueueFree(),
Node.RequestReady(),
Node.IsNodeReady(),
Node.SetMultiplayerAuthority(int, bool),
Node.GetMultiplayerAuthority(),
Node.IsMultiplayerAuthority(),
Node.RpcConfig(StringName, Variant),
Node.GetRpcConfig(),
Node.Atr(string, StringName),
Node.AtrN(string, StringName, int, StringName),
Node.Rpc(StringName, params Variant[]),
Node.Rpc(StringName, ReadOnlySpan<Variant>),
Node.RpcId(long, StringName, params Variant[]),
Node.RpcId(long, StringName, ReadOnlySpan<Variant>),
Node.UpdateConfigurationWarnings(),
Node.CallDeferredThreadGroup(StringName, params Variant[]),
Node.CallDeferredThreadGroup(StringName, ReadOnlySpan<Variant>),
Node.SetDeferredThreadGroup(StringName, Variant),
Node.NotifyDeferredThreadGroup(int),
Node.CallThreadSafe(StringName, params Variant[]),
Node.CallThreadSafe(StringName, ReadOnlySpan<Variant>),
Node.SetThreadSafe(StringName, Variant),
Node.NotifyThreadSafe(int),
Node.EmitSignalReady(),
Node.EmitSignalRenamed(),
Node.EmitSignalTreeEntered(),
Node.EmitSignalTreeExiting(),
Node.EmitSignalTreeExited(),
Node.EmitSignalChildEnteredTree(Node),
Node.EmitSignalChildExitingTree(Node),
Node.EmitSignalChildOrderChanged(),
Node.EmitSignalReplacingBy(Node),
Node.EmitSignalEditorDescriptionChanged(Node),
Node.EmitSignalEditorStateChanged(),
Node.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
Node.HasGodotClassMethod(in godot_string_name),
Node.HasGodotClassSignal(in godot_string_name),
Node.Name,
Node.UniqueNameInOwner,
Node.SceneFilePath,
Node.Owner,
Node.Multiplayer,
Node.ProcessMode,
Node.ProcessPriority,
Node.ProcessPhysicsPriority,
Node.ProcessThreadGroup,
Node.ProcessThreadGroupOrder,
Node.ProcessThreadMessages,
Node.PhysicsInterpolationMode,
Node.AutoTranslateMode,
Node.EditorDescription,
Node.Ready,
Node.Renamed,
Node.TreeEntered,
Node.TreeExiting,
Node.TreeExited,
Node.ChildEnteredTree,
Node.ChildExitingTree,
Node.ChildOrderChanged,
Node.ReplacingBy,
Node.EditorDescriptionChanged,
Node.EditorStateChanged,
GodotObject.NotificationPostinitialize,
GodotObject.NotificationPredelete,
GodotObject.NotificationExtensionReloaded,
GodotObject.InstanceFromId(ulong),
GodotObject.IsInstanceIdValid(ulong),
GodotObject.IsInstanceValid(GodotObject?),
GodotObject.WeakRef(GodotObject?),
GodotObject.Dispose(),
GodotObject.Dispose(bool),
GodotObject.ToString(),
GodotObject.ToSignal(GodotObject, StringName),
GodotObject._Get(StringName),
GodotObject._GetPropertyList(),
GodotObject._IterGet(Variant),
GodotObject._IterInit(Array),
GodotObject._IterNext(Array),
GodotObject._Notification(int),
GodotObject._PropertyCanRevert(StringName),
GodotObject._PropertyGetRevert(StringName),
GodotObject._Set(StringName, Variant),
GodotObject._ValidateProperty(Dictionary),
GodotObject.Free(),
GodotObject.GetClass(),
GodotObject.IsClass(string),
GodotObject.Set(StringName, Variant),
GodotObject.Get(StringName),
GodotObject.SetIndexed(NodePath, Variant),
GodotObject.GetIndexed(NodePath),
GodotObject.GetPropertyList(),
GodotObject.GetMethodList(),
GodotObject.PropertyCanRevert(StringName),
GodotObject.PropertyGetRevert(StringName),
GodotObject.Notification(int, bool),
GodotObject.GetInstanceId(),
GodotObject.SetScript(Variant),
GodotObject.GetScript(),
GodotObject.SetMeta(StringName, Variant),
GodotObject.RemoveMeta(StringName),
GodotObject.GetMeta(StringName, Variant),
GodotObject.HasMeta(StringName),
GodotObject.GetMetaList(),
GodotObject.AddUserSignal(string, Array),
GodotObject.HasUserSignal(StringName),
GodotObject.RemoveUserSignal(StringName),
GodotObject.EmitSignal(StringName, params Variant[]),
GodotObject.EmitSignal(StringName, ReadOnlySpan<Variant>),
GodotObject.Call(StringName, params Variant[]),
GodotObject.Call(StringName, ReadOnlySpan<Variant>),
GodotObject.CallDeferred(StringName, params Variant[]),
GodotObject.CallDeferred(StringName, ReadOnlySpan<Variant>),
GodotObject.SetDeferred(StringName, Variant),
GodotObject.Callv(StringName, Array),
GodotObject.HasMethod(StringName),
GodotObject.GetMethodArgumentCount(StringName),
GodotObject.HasSignal(StringName),
GodotObject.GetSignalList(),
GodotObject.GetSignalConnectionList(StringName),
GodotObject.GetIncomingConnections(),
GodotObject.Connect(StringName, Callable, uint),
GodotObject.Disconnect(StringName, Callable),
GodotObject.IsConnected(StringName, Callable),
GodotObject.HasConnections(StringName),
GodotObject.SetBlockSignals(bool),
GodotObject.IsBlockingSignals(),
GodotObject.NotifyPropertyListChanged(),
GodotObject.SetMessageTranslation(bool),
GodotObject.CanTranslateMessages(),
GodotObject.Tr(StringName, StringName),
GodotObject.TrN(StringName, StringName, int, StringName),
GodotObject.GetTranslationDomain(),
GodotObject.SetTranslationDomain(StringName),
GodotObject.IsQueuedForDeletion(),
GodotObject.CancelFree(),
GodotObject.EmitSignalScriptChanged(),
GodotObject.EmitSignalPropertyListChanged(),
GodotObject.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
GodotObject.HasGodotClassMethod(in godot_string_name),
GodotObject.HasGodotClassSignal(in godot_string_name),
GodotObject.NativeInstance,
GodotObject.ScriptChanged,
GodotObject.PropertyListChanged,
object.Equals(object?),
object.Equals(object?, object?),
object.GetHashCode(),
object.GetType(),
object.MemberwiseClone(),
object.ReferenceEquals(object?, object?),
object.ToString()

Properties

AnimatedSpriteNode

[ExportGroup("🔘 Nodes", "")]
[Export(PropertyHint.None, "")]
public AnimatedSprite3D? AnimatedSpriteNode { get; set; }

Property Value

AnimatedSprite3D?

Character

[Export(PropertyHint.None, "")]
public CharacterType? Character { get; set; }

Property Value

CharacterType?

HoverSpriteNode

[Export(PropertyHint.None, "")]
public Sprite3D? HoverSpriteNode { get; set; }

Property Value

Sprite3D?

InputAreaNode

[Export(PropertyHint.None, "")]
public Area3D? InputAreaNode { get; set; }

Property Value

Area3D?

IsEnemy

[ExportGroup("🏳️ Flags", "")]
[Export(PropertyHint.None, "")]
public bool IsEnemy { get; set; }

Property Value

bool

IsHovered

[Export(PropertyHint.None, "")]
public bool IsHovered { get; set; }

Property Value

bool

IsSelected

[Export(PropertyHint.None, "")]
public bool IsSelected { get; set; }

Property Value

bool

SelectorSpriteNode

[Export(PropertyHint.None, "")]
public Sprite3D? SelectorSpriteNode { get; set; }

Property Value

Sprite3D?

Methods

FlipSprite(bool)

public void FlipSprite(bool flip)

Parameters

flip bool

_Ready()

Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their callbacks get triggered first, and the parent node will receive the ready notification afterwards. Corresponds to the notification in . See also the @onready annotation for variables. Usually used for initialization. For even earlier initialization, may be used. See also . Note: This method may be called only once for each node. After removing a node from the scene tree and adding it again, will not be called a second time. This can be bypassed by requesting another call with , which may be called anywhere before adding the node again.

public override void _Ready()

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