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< div id = "projectbrief" > A collection of utility classes, functions and macros for use with Godot and GDExtension.< / div >
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< a href = "#pub-methods" > Public Member Functions< / a > |
< a href = "#pri-attribs" > Private Attributes< / a > |
< a href = "#friends" > Friends< / a > |
< a href = "classutils_1_1IPlayer-members.html" > List of all members< / a > < / div >
< div class = "headertitle" > < div class = "title" > utils::IPlayer Class Reference< span class = "mlabels" > < span class = "mlabel" > abstract< / span > < / span > < / div > < / div >
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< p > Interface required for player nodes.
< a href = "classutils_1_1IPlayer.html#details" > More...< / a > < / p >
< p > < code > #include < < a class = "el" href = "player_8hpp_source.html" > player.hpp< / a > > < / code > < / p >
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Public Member Functions< / h2 > < / td > < / tr >
< tr class = "memitem:a0cafb35522002c12a00da6cb408e462c" > < td class = "memItemLeft" align = "right" valign = "top" > virtual void  < / td > < td class = "memItemRight" valign = "bottom" > < a class = "el" href = "classutils_1_1IPlayer.html#a0cafb35522002c12a00da6cb408e462c" > setup_player_input< / a > (< a class = "el" href = "classutils_1_1PlayerInput.html" > PlayerInput< / a > *input)=0< / td > < / tr >
< tr class = "memdesc:a0cafb35522002c12a00da6cb408e462c" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Called by < a class = "el" href = "classutils_1_1GameRoot3D.html" title = "The root of a game." > GameRoot3D< / a > when this player is instantiated or assigned a new < a class = "el" href = "classutils_1_1PlayerInput.html" title = "An event-driven input observer." > PlayerInput< / a > . < br / > < / td > < / tr >
< tr class = "separator:a0cafb35522002c12a00da6cb408e462c" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
< tr class = "memitem:aee51a05e36995e6523c3284b5cef1f42" > < td class = "memItemLeft" align = "right" valign = "top" > < a id = "aee51a05e36995e6523c3284b5cef1f42" name = "aee51a05e36995e6523c3284b5cef1f42" > < / a >
virtual gd::Node *  < / td > < td class = "memItemRight" valign = "bottom" > < b > to_node< / b > ()=0< / td > < / tr >
< tr class = "memdesc:aee51a05e36995e6523c3284b5cef1f42" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Convert < a class = "el" href = "classutils_1_1IPlayer.html" title = "Interface required for player nodes." > IPlayer< / a > instance to node. < br / > < / td > < / tr >
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virtual void  < / td > < td class = "memItemRight" valign = "bottom" > < b > spawn_at_position< / b > (gd::Transform3D const & at)=0< / td > < / tr >
< tr class = "memdesc:aa5e2d0a33a4114e45b2bd1bea95fa1db" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Spawn the player at a given transform, usually the global transform of a < a class = "el" href = "classutils_1_1SpawnPoint3D.html" title = "A location in the game world that the player can spawn at." > SpawnPoint3D< / a > . < br / > < / td > < / tr >
< tr class = "separator:aa5e2d0a33a4114e45b2bd1bea95fa1db" > < td class = "memSeparator" colspan = "2" >   < / td > < / tr >
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uint32_t  < / td > < td class = "memItemRight" valign = "bottom" > < b > get_player_id< / b > ()< / td > < / tr >
< tr class = "memdesc:ad697b5e89246178d99a4c281eaf313af" > < td class = "mdescLeft" >   < / td > < td class = "mdescRight" > Returns the player id assigned to this instance. < br / > < / td > < / tr >
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Private Attributes< / h2 > < / td > < / tr >
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std::optional< uint32_t >   < / td > < td class = "memItemRight" valign = "bottom" > < b > player_id< / b > {std::nullopt}< / td > < / tr >
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class  < / td > < td class = "memItemRight" valign = "bottom" > < b > GameRoot3D< / b > < / td > < / tr >
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< a name = "details" id = "details" > < / a > < h2 class = "groupheader" > Detailed Description< / h2 >
< div class = "textblock" > < p > Interface required for player nodes. < / p >
< p > Use multiple inheritance and implement < a class = "el" href = "classutils_1_1IPlayer.html" title = "Interface required for player nodes." > IPlayer< / a > to make a regular node usable as a player with < a class = "el" href = "classutils_1_1GameRoot3D.html" title = "The root of a game." > GameRoot3D< / a > . < / p >
< / div > < h2 class = "groupheader" > Member Function Documentation< / h2 >
< a id = "a0cafb35522002c12a00da6cb408e462c" name = "a0cafb35522002c12a00da6cb408e462c" > < / a >
< h2 class = "memtitle" > < span class = "permalink" > < a href = "#a0cafb35522002c12a00da6cb408e462c" > ◆   < / a > < / span > setup_player_input()< / h2 >
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< td class = "memname" > virtual void utils::IPlayer::setup_player_input < / td >
< td > (< / td >
< td class = "paramtype" > < a class = "el" href = "classutils_1_1PlayerInput.html" > PlayerInput< / a > *  < / td >
< td class = "paramname" > < em > input< / em > < / td > < td > )< / td >
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< span class = "mlabels" > < span class = "mlabel" > pure virtual< / span > < / span > < / td >
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< p > Called by < a class = "el" href = "classutils_1_1GameRoot3D.html" title = "The root of a game." > GameRoot3D< / a > when this player is instantiated or assigned a new < a class = "el" href = "classutils_1_1PlayerInput.html" title = "An event-driven input observer." > PlayerInput< / a > . < / p >
< p > Use < a class = "el" href = "classutils_1_1PlayerInput.html#a52f0f96cd4732ce06016459094d3a714" title = "Start listening for action." > PlayerInput::listen_to< / a > to register input callbacks. There's no need to keep the input pointer around. As the instance is managed by the < a class = "el" href = "classutils_1_1GameRoot3D.html" title = "The root of a game." > GameRoot3D< / a > . < / p >
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< hr / > The documentation for this class was generated from the following files:< ul >
< li > < a class = "el" href = "player_8hpp_source.html" > player.hpp< / a > < / li >
< li > player.cpp< / li >
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