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GameMode Properties

The GameMode type exposes the following members.

Properties
 NameDescription
Public propertyAnyData The user data of the component.
(Inherited from Component)
Public propertyBaseType Gets the base type of the object.
(Inherited from Component)
Public propertyCamera2DPickInteractiveObjectDistance The distance of object picking for 2D camera.
Public propertyCloneSupport Whether the object supports cloning.
(Inherited from Component)
Public propertyComponents Gets the collection of the child components.
(Inherited from Component)
Public propertyCreatedByBaseType Whether the object is created using a base type.
(Inherited from Component)
Public propertyCutsceneGuiFadingFactor 
Public propertyCutsceneGuiFadingSpeed 
Public propertyCutsceneStarted 
Public propertyCutsceneText 
Public propertyDisplayInEditor Whether to show the object in the editor.
(Inherited from Component)
Public propertyDisplayTarget Whether to display a target in the center of the screen in the first or third person camera.
Public propertyDisplayTargetColor The color and alpha multiplier of the display target.
Public propertyDisplayTargetImage The image of the display target.
Public propertyDisplayTargetSize The vertical size of the display target.
Public propertyDisposed Whether the object is disposed.
(Inherited from Component)
Public propertyEditorDocumentConfiguration Gets or sets the configuration data of the object's settings in the editor.
(Inherited from Component)
Public propertyEditorReadOnly Whether the object is read only in the editor.
(Inherited from Component)
Public propertyEditorReadOnlyInHierarchy Whether the object is read-only in the editor with respect to parent objects.
(Inherited from Component)
Public propertyEnabled Whether the component is enabled. Any functionality of component is not works when it disabled.
(Inherited from Component)
Public propertyEnabledInHierarchy Determines whether the object is attached to a hierarchy of the components and enabled. The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component)
Public propertyEnabledInHierarchyAndIsInstance Determines when the object is attached to a hierarchy of the components, is enabled and the object if not part of a resource (it is usual object instance). The object will be enabled only when all parents are enabled, and the property Enabled is enabled.
(Inherited from Component)
Public propertyFirstPersonCameraAttachToEyes Whether to attach the camera in the first person mode to the eyes of the controlled object.
Public propertyFirstPersonCameraCutVolumeRadius The radius of cut geometry from the camera to prevent drawing the internal part of the controlled object 3D model.
Public propertyFirstPersonCameraPickInteractiveObjectDistance The distance of object picking for first person camera.
Public propertyFirstPersonCameraShowControlledObject Whether to show a character or another unit which controlled by the player.
Public propertyFreeCamera Whether is a free camera enabled.
Public propertyFreeCameraDirection 
Public propertyFreeCameraKey The key code to enable a free camera.
Public propertyFreeCameraPosition 
Public propertyFreeCameraSpeedFast The fast speed of a free camera (when Shift key is pressed).
Public propertyFreeCameraSpeedNormal The normal speed of a free camera.
Public propertyHierarchyController Gets the object hierarchy control controller.
(Inherited from Component)
Public propertyInputEnabled 
Public propertyInventoryCharacterCanHaveSeveralWeapons Whether the ability to have several weapons in the character's inventory.
Public propertyInventoryCharacterCanHaveSeveralWeaponsOfSameType Whether the ability to have several weapons of same type in the character's inventory.
Public propertyInventoryWidget Whether to display a UI control with the player object's inventory.
Public propertyIsResource
(Inherited from Component)
Public propertyKeyBackward1 
Public propertyKeyBackward2 
Public propertyKeyBrake1 The first key code to brake.
Public propertyKeyBrake2 The second key code to brake.
Public propertyKeyCamera1 The first key code to change camera type. Between first person and third-person.
Public propertyKeyCamera2 The second key code to change camera type. Between first person and third-person.
Public propertyKeyDrop1 The first key code to drop item.
Public propertyKeyDrop2 The second key code to drop item.
Public propertyKeyForward1 
Public propertyKeyForward2 
Public propertyKeyHeadlightsHigh1 The first key code to headlights high.
Public propertyKeyHeadlightsHigh2 The second key code to headlights high.
Public propertyKeyHeadlightsLow1 The first key code to headlights low.
Public propertyKeyHeadlightsLow2 The second key code to headlights low.
Public propertyKeyInteract1 The first key code to interact with objects. Take item, sit to vehicle.
Public propertyKeyInteract2 The second key code to interact with objects. Take item, sit to vehicle.
Public propertyKeyJump1 The first key code to jump.
Public propertyKeyJump2 The second key code to jump.
Public propertyKeyLeft1 
Public propertyKeyLeft2 
Public propertyKeyLeftTurnSignal1 The first key code to left turn signal.
Public propertyKeyLeftTurnSignal2 The second key code to left turn signal.
Public propertyKeyRight1 
Public propertyKeyRight2 
Public propertyKeyRightTurnSignal1 The first key code to right turn signal.
Public propertyKeyRightTurnSignal2 The second key code to right turn signal.
Public propertyKeyRun1 The first key code to run.
Public propertyKeyRun2 The second key code to run.
Public propertyMousePosition 
Public propertyMouseRelativeMode 
Public propertyName The name of the component.
(Inherited from Component)
Public propertyNetworkID
(Inherited from Component)
Public propertyNetworkIsClient
(Inherited from Component)
Public propertyNetworkIsServer Whether to work in network server mode. It is false until the scene is not loaded.
(Inherited from Component)
Public propertyNetworkIsSingle
(Inherited from Component)
Public propertyNetworkIsSingleOrClient
(Inherited from Component)
Public propertyNetworkMode Whether to enable synchronization of the component between server and clients.
(Inherited from Component)
Public propertyNetworkModeUsers
(Inherited from Component)
Public propertyObjectControlledByPlayer The scene object under player control.
Public propertyObjectInteractionContext 
Public propertyParent Gets the parent object.
(Inherited from Component)
Public propertyParentRoot Gets the parent root object.
(Inherited from Component)
Public propertyStatic memberPlayScreen 
Public propertyRemoveFromParentQueued Whether the object is placed in the detach queue from the parent.
(Inherited from Component)
Public propertyReplaceCamera 
Public propertySaveSupport Whether the object supports saving to a file.
(Inherited from Component)
Public propertyScene 
Public propertyScreenFadingCurrentColor 
Public propertyScreenFadingSpeed 
Public propertyScreenFadingTargetColor 
Public propertyScreenLabel The displaying mode of an on-screen label of the component in the scene editor.
(Inherited from Component)
Public propertyThirdPersonCameraAllowLookToBackWhenNoActiveItem 
Public propertyThirdPersonCameraDistance The distance of the camera in third-person mode.
Public propertyThirdPersonCameraHeight The height of the camera in third-person mode.
Public propertyThirdPersonCameraHorizontalAngle The horizontal angle of the camera in third-person mode.
Public propertyThirdPersonCameraLeft The horizontal offset of the camera in third-person mode.
Public propertyThirdPersonCameraPickInteractiveObjectDistance The distance of object picking for third person camera.
Public propertyThirdPersonCameraVerticalAngle The vertical angle of the camera in third-person mode.
Public propertyTypeSettingsPrivateObjects Object settings when used as a type.
(Inherited from Component)
Public propertyUseBuiltInCamera Whether to use one of built-in camera management methods.
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See Also