Class EmoteEffect
- Namespace
- AO
- Assembly
- CoreAssembly.dll
public class EmoteEffect : AEffect, INetworkedComponent
- Inheritance
-
EmoteEffect
- Implements
- Inherited Members
- Extension Methods
Fields
CanMoveWithoutRemovingEffect
public bool CanMoveWithoutRemovingEffect
Field Value
DisableMovement
public bool DisableMovement
Field Value
HasSpawnedFart
public bool HasSpawnedFart
Field Value
IsFart
public bool IsFart
Field Value
LoopUntilMove
public bool LoopUntilMove
Field Value
SoundId
public ulong SoundId
Field Value
TriggerName
public string TriggerName
Field Value
Properties
IsActiveEffect
Only one active effect may be on a player at a time. If true, this effect will cancel the existing active effect when added to a player.
public override bool IsActiveEffect { get; }
Property Value
Methods
NetworkDeserialize(StreamReader)
Called on a new player when they drop in. Receives the data written by NetworkSerialize.
public override void NetworkDeserialize(StreamReader reader)
Parameters
reader
StreamReader
NetworkSerialize(StreamWriter)
Called on the server when a new player drops in. Serialize any data you want the client to receive.
public override void NetworkSerialize(StreamWriter writer)
Parameters
writer
StreamWriter
OnEffectEnd(bool)
Called when the effect's duration ends, or when it is removed from the player.
public override void OnEffectEnd(bool interrupt)
Parameters
interrupt
boolTrue if the effect was removed before its duration ended.
Remarks
Interrupt being true is often a signal that something different needs to happen in the end. For example, perhaps you have an effect to open a chest that the player can loot. If interrupt is true you probably would not want to grant the loot to the player.
OnEffectStart(bool)
Called when the effect is added to a player. When a new player joins an already-running game, all existing effects are automatically created for all players and OnEffectStart() is called with isDropIn == true.
public override void OnEffectStart(bool isDropIn)
Parameters
isDropIn
bool
OnEffectUpdate()
Called once per frame while the effect is alive.
public override void OnEffectUpdate()