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AutumnThyme committed Feb 9, 2025
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105 changes: 105 additions & 0 deletions Docs/objects/Character.md
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# Character
Inherits from object
## Fields
|Field|Type|Readonly|Description|
|---|---|---|---|
|Name|[String](../static/String.md)|False|Character's name.|
|Guild|[String](../static/String.md)|False|Character's guild.|
|Player|[Player](../objects/Player.md)|False|Player who owns this character.|
|IsAI|bool|False|Is this character AI?|
|ViewID|int|False|Network view ID of the character.|
|IsMine|bool|False|Is this character mine?|
|IsMainCharacter|bool|False||
|Transform|[Transform](../objects/Transform.md)|False|Unity transform of the character.|
|Position|[Vector3](../objects/Vector3.md)|False|Position of the character.|
|Rotation|[Vector3](../objects/Vector3.md)|False|Rotation of the character.|
|QuaternionRotation|[Quaternion](../objects/Quaternion.md)|False|Quaternion rotation of the character.|
|Velocity|[Vector3](../objects/Vector3.md)|False|Velocity of the character.|
|Forward|[Vector3](../objects/Vector3.md)|False|Forward direction of the character.|
|Right|[Vector3](../objects/Vector3.md)|False|Right direction of the character.|
|Up|[Vector3](../objects/Vector3.md)|False|Up direction of the character.|
|HasTargetDirection|bool|False|If the character has a target direction it is turning towards.|
|TargetDirection|[Vector3](../objects/Vector3.md)|False|The character's target direction.|
|Team|[String](../static/String.md)|False|Team character belongs to.|
|Health|float|False|Character's current health.|
|MaxHealth|float|False|Character's maximum health.|
|CustomDamageEnabled|bool|False|Is custom damage dealing enabled.|
|CustomDamage|int|False|Amount of custom damage to deal per attack.|
|CurrentAnimation|[String](../static/String.md)|False|Character's current playing animation.|
|Grounded|bool|False|Character's grounded status.|
## Methods
<table>
<colgroup><col style="width: 30%"/>
<col style="width: 20%"/>
<col style="width: 50%"/>
</colgroup>
<thead>
<tr>
<th>Function</th>
<th>Returns</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>GetKilled(killer : [String](../static/String.md))</td>
<td>none</td>
<td>Kills the character. Callable by non-owners.</td>
</tr>
<tr>
<td>GetDamaged(killer : [String](../static/String.md),damage : int)</td>
<td>none</td>
<td>Damages the character and kills it if its health reaches 0. Callable by non-owners.</td>
</tr>
<tr>
<td>Emote(emote : [String](../static/String.md))</td>
<td>none</td>
<td>Causes the character to emote. The list of available emotes is the same as those shown in the in-game emote menu.</td>
</tr>
<tr>
<td>PlayAnimation(animation : [String](../static/String.md),fade : float = 0.1)</td>
<td>none</td>
<td>Causes the character to play an animation. If the fade parameter is provided, will crossfade the animation by this timestep. Available animations can be found here: Human, Titan, Annie, Eren. Use the right-hand string value for the animation.</td>
</tr>
<tr>
<td>GetAnimationLength(animation : [String](../static/String.md))</td>
<td>float</td>
<td>Gets the length of animation.</td>
</tr>
<tr>
<td>PlaySound(sound : [String](../static/String.md))</td>
<td>none</td>
<td>Plays a sound if present in the character. Available sound names can be found here: Humans, Shifters, Titans. Note that shifters also have all titan sounds.</td>
</tr>
<tr>
<td>StopSound(sound : [String](../static/String.md))</td>
<td>none</td>
<td>Stops the sound.</td>
</tr>
<tr>
<td>LookAt(position : [Vector3](../objects/Vector3.md))</td>
<td>none</td>
<td>Rotates the character such that it is looking towards a world position.</td>
</tr>
<tr>
<td>AddForce(force : [Vector3](../objects/Vector3.md),mode : [String](../static/String.md) = Acceleration)</td>
<td>none</td>
<td>Adds a force to the character with given force vector and optional mode. Valid modes are Force, Acceleration, Impulse, VelocityChange with default being Acceleration.</td>
</tr>
<tr>
<td>Reveal(delay : float)</td>
<td>none</td>
<td>Reveaal the titan for a set number of seconds.</td>
</tr>
<tr>
<td>AddOutline(color : [Color](../objects/Color.md) = ,mode : [String](../static/String.md) = OutlineAll)</td>
<td>none</td>
<td>Adds an outline effect with the given color and mode. Valid modes are: OutlineAll, OutlineVisible, OutlineHidden, OutlineAndSilhouette, SilhouetteOnly, OutlineAndLightenColor</td>
</tr>
<tr>
<td>RemoveOutline()</td>
<td>none</td>
<td>Removes the outline effect from the character.</td>
</tr>
</tbody>
</table>
48 changes: 48 additions & 0 deletions Docs/objects/Collider.md
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# Collider
Inherits from object
## Fields
|Field|Type|Readonly|Description|
|---|---|---|---|
|AttachedArticulationBody|[Transform](../objects/Transform.md)|False||
|ContactOffset|float|False||
|Enabled|bool|False||
|ExludeLayers|int|False||
|includeLayers|int|False||
|IsTrigger|bool|False||
|Center|[Vector3](../objects/Vector3.md)|False||
|ProvidesContacts|bool|False||
|MaterialName|[String](../static/String.md)|False||
|SharedMaterialName|[String](../static/String.md)|False||
|Transform|[Transform](../objects/Transform.md)|False||
|GameObjectTransform|[Transform](../objects/Transform.md)|False||
## Methods
<table>
<colgroup><col style="width: 30%"/>
<col style="width: 20%"/>
<col style="width: 50%"/>
</colgroup>
<thead>
<tr>
<th>Function</th>
<th>Returns</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>ClosestPoint(position : [Vector3](../objects/Vector3.md))</td>
<td>[Vector3](../objects/Vector3.md)</td>
<td></td>
</tr>
<tr>
<td>ClosestPointOnBounds(position : [Vector3](../objects/Vector3.md))</td>
<td>[Vector3](../objects/Vector3.md)</td>
<td></td>
</tr>
<tr>
<td>Raycast(start : [Vector3](../objects/Vector3.md),end : [Vector3](../objects/Vector3.md),maxDistance : float,collideWith : [String](../static/String.md))</td>
<td>[LineCastHitResult](../objects/LineCastHitResult.md)</td>
<td></td>
</tr>
</tbody>
</table>
34 changes: 34 additions & 0 deletions Docs/objects/Collision.md
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# Collision
Inherits from object
## Fields
|Field|Type|Readonly|Description|
|---|---|---|---|
|Collider|[Collider](../objects/Collider.md)|False||
|Impulse|[Vector3](../objects/Vector3.md)|False||
|RelativeVelocity|[Vector3](../objects/Vector3.md)|False||
## Methods
<table>
<colgroup><col style="width: 30%"/>
<col style="width: 20%"/>
<col style="width: 50%"/>
</colgroup>
<thead>
<tr>
<th>Function</th>
<th>Returns</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>GetContact(index : int)</td>
<td>none</td>
<td></td>
</tr>
<tr>
<td>GetContacts()</td>
<td>none</td>
<td></td>
</tr>
</tbody>
</table>
56 changes: 56 additions & 0 deletions Docs/objects/Color.md
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# Color
Inherits from object
## Fields
|Field|Type|Readonly|Description|
|---|---|---|---|
|R|int|False|Red component of the color|
|G|int|False|Green component of the color|
|B|int|False|Blue component of the color|
|A|int|False|Alpha component of the color|
## Methods
<table>
<colgroup><col style="width: 30%"/>
<col style="width: 20%"/>
<col style="width: 50%"/>
</colgroup>
<thead>
<tr>
<th>Function</th>
<th>Returns</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>ToHexString()</td>
<td>[String](../static/String.md)</td>
<td>Converts the color to a hex string</td>
</tr>
</tbody>
</table>
## Static Methods
<table>
<colgroup><col style="width: 30%"/>
<col style="width: 20%"/>
<col style="width: 50%"/>
</colgroup>
<thead>
<tr>
<th>Function</th>
<th>Returns</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Lerp(a : [Color](../objects/Color.md),b : [Color](../objects/Color.md),t : float)</td>
<td>[Color](../objects/Color.md)</td>
<td>Linearly interpolates between colors a and b by t</td>
</tr>
<tr>
<td>Gradient(a : [Color](../objects/Color.md),b : [Color](../objects/Color.md),t : float)</td>
<td>[Color](../objects/Color.md)</td>
<td>Creates a gradient color from two colors</td>
</tr>
</tbody>
</table>
53 changes: 53 additions & 0 deletions Docs/objects/Dict.md
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# Dict
Inherits from object
## Initialization
```csharp
example = Dict()
```
## Fields
|Field|Type|Readonly|Description|
|---|---|---|---|
|Count|int|False|Number of elements in the dictionary|
|Keys|[List](../objects/List.md)|False|Keys in the dictionary|
|Values|[List](../objects/List.md)|False|Values in the dictionary|
## Methods
<table>
<colgroup><col style="width: 30%"/>
<col style="width: 20%"/>
<col style="width: 50%"/>
</colgroup>
<thead>
<tr>
<th>Function</th>
<th>Returns</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td>Clear()</td>
<td>none</td>
<td>Clears the dictionary</td>
</tr>
<tr>
<td>Get(key : Object,defaultValue : Object = )</td>
<td>Object</td>
<td>Gets a value from the dictionary</td>
</tr>
<tr>
<td>Set(key : Object,value : Object)</td>
<td>none</td>
<td>Sets a value in the dictionary</td>
</tr>
<tr>
<td>Remove(key : Object)</td>
<td>none</td>
<td>Removes a value from the dictionary</td>
</tr>
<tr>
<td>Contains(key : Object)</td>
<td>bool</td>
<td>Checks if the dictionary contains a key</td>
</tr>
</tbody>
</table>
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