779 lines
22 KiB
Lua
779 lines
22 KiB
Lua
--- @class Player: ActorFrame
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--- @field public __index table Gives you the ``Player`` table again
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local Player = {}
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--- Activate/deactivate a playfield
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---
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--- Useful for activating players 3 through 8
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---
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--- Returns the same boolean that you passed to the function
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---
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--- |since_notitg_v3|
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---
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--- @param enable boolean Whether the playfield should be awkake or not
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---
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--- @return boolean
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function Player:SetAwake(enable) end
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--- Returns whether a playfield is active
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---
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--- |since_notitg_v3|
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---
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--- @return boolean
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function Player:IsAwake() end
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--- Returns whether the player is using CMod (constant scroll speed)
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---
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--- |since_notitg_v3|
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---
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--- @return boolean
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function Player:IsUsingCMod() end
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--- Returns the player's CMod speed
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---
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--- Will return a value even if the player isn't using CMod
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---
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--- |since_notitg_v3|
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---
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--- @return int
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function Player:GetCMod() end
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--- Returns the player's XMod speed
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---
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--- Will return a value even if the player isn't using XMod
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---
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--- |since_notitg_v3|
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---
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--- @return float
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function Player:GetXMod() end
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--- Returns the player's scroll speed
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---
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--- |since_notitg_v3|
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---
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--- @return float
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function Player:GetSpeedMod() end
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--- Sets the player's combo
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---
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--- |since_notitg_v3|
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---
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--- @param combo int The new combo to set
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---
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--- @return void
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function Player:SetCombo(combo) end
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--- Returns the player's combo
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---
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--- |since_notitg_v3|
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---
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--- @return int
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function Player:GetCombo() end
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--- Sets the player's miss combo
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---
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--- |since_notitg_v3|
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---
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--- @param combo int The new miss combo to set
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---
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--- @return void
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function Player:SetMissCombo(combo) end
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--- Returns the player's miss combo
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---
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--- |since_notitg_v3|
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---
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--- @return int
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function Player:GetMissCombo() end
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--- Replaces a player's steps
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---
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--- |since_notitg_v3|
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---
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--- @param chart int Chart index? (0 indexed)
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---
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--- @return void
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function Player:SetNoteData() end
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--- Replaces a player's steps
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---
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--- |since_notitg_v3|
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---
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--- @param noteData table[table] See :ref:`note_data_format`
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---
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--- @return void
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function Player:SetNoteDataFromLua(noteData) end
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--- Returns the chart's note data
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---
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--- See :ref:`note_data_format`
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---
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--- |since_notitg_v3_1|
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---
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--- @param startBeat float|nil The start beat number (can be ``nil`` if you want to fetch *all* note data)
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--- @param endBeat float|nil The end beat number (can be ``nil`` if you want to fetch *all* note data)
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---
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--- @return table[]
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function Player:GetNoteData(startBeat, endBeat) end
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--- Takes note data and stores it in a global variable
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---
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--- Prefer :lua:meth:`Player.GetNoteData` over this
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---
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--- See :ref:`note_data_format`
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---
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--- |since_notitg_v3|
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---
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--- @param varName string The global variable to store note data in
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--- @param startBeat float|nil The start beat number (can be ``nil`` if you want to fetch *all* note data)
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--- @param endBeat float|nil The end beat number (can be ``nil`` if you want to fetch *all* note data)
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---
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--- @return void
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function Player:PushNoteData(varName, startBeat, endBeat) end
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--- Takes note data and stores it in a global variable
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---
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--- Like :lua:meth:`Player.PushNoteData`, but uses seconds instead of beats to measure time
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---
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--- |since_notitg_v3|
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---
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--- @param varName string The global variable to store note data in
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--- @param startBeat float|nil The start beat number (can be ``nil`` if you want to fetch *all* note data)
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--- @param endBeat float|nil The end beat number (can be ``nil`` if you want to fetch *all* note data)
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---
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--- @return void
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function Player:PushNoteDataTime(unk) end
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--- Like :lua:meth:`Player.GetNoteData`, but the note data uses seconds instead of beat numbers
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---
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--- |since_notitg_v3|
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---
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--- @return table[]
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function Player:GetNoteDataTime() end
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--- Sets an X position spline
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---
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--- |since_notitg_v3|
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---
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--- @param index int The spline index (0 - 39)
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--- @param column int Which column to apply the spline to (0 indexed, pass -1 to apply the spline to all columns)
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--- @param value float What value the spline point should have
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--- @param offset float How far away arrows will be when hitting the spline point (calculate a spline offset as ``beat_offset * 100 * xmod_speed``)
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--- @param activationSpeed float How quickly spline changes should take effect (-1 for instant)
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---
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--- @return void
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function Player:SetXSpline(index, column, value, offset, activationSpeed) end
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--- Reset all X position spline points for a column
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---
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--- |since_notitg_v4|
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---
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--- @param column int The column to reset (0 indexed)
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---
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--- @return void
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function Player:ResetXSplines(column) end
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--- Sets a Y position spline
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---
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--- |since_notitg_v3|
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---
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--- @param index int The spline index (0 - 39)
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--- @param column int Which column to apply the spline to (0 indexed, pass -1 to apply the spline to all columns)
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--- @param value float What value the spline point should have
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--- @param offset float How far away arrows will be when hitting the spline point (calculate a spline offset as ``beat_offset * 100 * xmod_speed``)
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--- @param activationSpeed float How quickly spline changes should take effect (-1 for instant)
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---
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--- @return void
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function Player:SetYSpline(index, column, value, offset, activationSpeed) end
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--- Reset all Y position spline points for a column
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---
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--- |since_notitg_v4|
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---
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--- @param column int The column to reset (0 indexed)
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---
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--- @return void
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function Player:ResetYSplines(column) end
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--- Sets a Z position spline
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---
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--- |since_notitg_v3|
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---
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--- @param index int The spline index (0 - 39)
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--- @param column int Which column to apply the spline to (0 indexed, pass -1 to apply the spline to all columns)
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--- @param value float What value the spline point should have
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--- @param offset float How far away arrows will be when hitting the spline point (calculate a spline offset as ``beat_offset * 100 * xmod_speed``)
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--- @param activationSpeed float How quickly spline changes should take effect (-1 for instant)
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---
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--- @return void
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function Player:SetZSpline(index, column, value, offset, activationSpeed) end
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--- Reset all Z position spline points for a column
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---
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--- |since_notitg_v4|
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---
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--- @param column int The column to reset (0 indexed)
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---
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--- @return void
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function Player:ResetZSplines(column) end
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--- Sets an X rotation spline
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---
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--- |since_notitg_v3|
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---
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--- @param index int The spline index (0 - 39)
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--- @param column int Which column to apply the spline to (0 indexed, pass -1 to apply the spline to all columns)
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--- @param value float What value the spline point should have
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--- @param offset float How far away arrows will be when hitting the spline point (calculate a spline offset as ``beat_offset * 100 * xmod_speed``)
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--- @param activationSpeed float How quickly spline changes should take effect (-1 for instant)
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---
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--- @return void
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function Player:SetRotXSpline(index, column, value, offset, activationSpeed) end
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--- Reset all X rotation spline points for a column
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---
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--- |since_notitg_v4|
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---
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--- @param column int The column to reset (0 indexed)
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---
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--- @return void
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function Player:ResetRotXSplines(column) end
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--- Sets a Y rotation spline
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---
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--- |since_notitg_v3|
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---
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--- @param index int The spline index (0 - 39)
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--- @param column int Which column to apply the spline to (0 indexed, pass -1 to apply the spline to all columns)
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--- @param value float What value the spline point should have
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--- @param offset float How far away arrows will be when hitting the spline point (calculate a spline offset as ``beat_offset * 100 * xmod_speed``)
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--- @param activationSpeed float How quickly spline changes should take effect (-1 for instant)
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---
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--- @return void
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function Player:SetRotYSpline(index, column, value, offset, activationSpeed) end
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--- Reset all Y rotation spline points for a column
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---
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--- |since_notitg_v4|
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---
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--- @param column int The column to reset (0 indexed)
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---
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--- @return void
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function Player:ResetRotYSplines(column) end
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--- Sets a Z rotation spline
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---
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--- |since_notitg_v3|
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---
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--- @param index int The spline index (0 - 39)
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--- @param column int Which column to apply the spline to (0 indexed, pass -1 to apply the spline to all columns)
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--- @param value float What value the spline point should have
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--- @param offset float How far away arrows will be when hitting the spline point (calculate a spline offset as ``beat_offset * 100 * xmod_speed``)
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--- @param activationSpeed float How quickly spline changes should take effect (-1 for instant)
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---
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--- @return void
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function Player:SetRotZSpline(index, column, value, offset, activationSpeed) end
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--- Reset all Z rotation spline points for a column
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---
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--- |since_notitg_v4|
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---
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--- @param column int The column to reset (0 indexed)
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---
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--- @return void
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function Player:ResetRotZSplines(column) end
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--- Sets a size spline
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---
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--- Size spline points work like the ``Mini`` modifier (A value of 100 makes the arrows half size, 200 makes then have zero size, negative values makes arrows bigger)
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---
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--- |since_notitg_v3|
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---
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--- @param index int The spline index (0 - 39)
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--- @param column int Which column to apply the spline to (0 indexed, pass -1 to apply the spline to all columns)
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--- @param value float What value the spline point should have
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--- @param offset float How far away arrows will be when hitting the spline point (calculate a spline offset as ``beat_offset * 100 * xmod_speed``)
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--- @param activationSpeed float How quickly spline changes should take effect (-1 for instant)
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---
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--- @return void
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function Player:SetSizeSpline(index, column, value, offset, activationSpeed) end
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--- Reset all size spline points for a column
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---
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--- |since_notitg_v4|
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---
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--- @param column int The column to reset (0 indexed)
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---
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--- @return void
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function Player:ResetSizeSplines(column) end
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--- Sets a skew spline
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---
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--- |since_notitg_v3|
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---
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--- @param index int The spline index (0 - 39)
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--- @param column int Which column to apply the spline to (0 indexed, pass -1 to apply the spline to all columns)
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--- @param value float What value the spline point should have
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--- @param offset float How far away arrows will be when hitting the spline point (calculate a spline offset as ``beat_offset * 100 * xmod_speed``)
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--- @param activationSpeed float How quickly spline changes should take effect (-1 for instant)
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---
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--- @return void
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function Player:SetSkewSpline(index, column, value, offset, activationSpeed) end
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--- Reset all skew spline points for a column
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---
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--- |since_notitg_v4|
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---
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--- @param column int The column to reset (0 indexed)
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---
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--- @return void
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function Player:ResetSkewSplines(column) end
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--- Sets a stealth spline
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---
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--- Size spline points work like the ``Stealth`` modifier
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---
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--- |since_notitg_v3|
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---
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--- @param index int The spline index (0 - 39)
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--- @param column int Which column to apply the spline to (0 indexed, pass -1 to apply the spline to all columns)
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--- @param value float What value the spline point should have
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--- @param offset float How far away arrows will be when hitting the spline point (calculate a spline offset as ``beat_offset * 100 * xmod_speed``)
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--- @param activationSpeed float How quickly spline changes should take effect (-1 for instant)
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---
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--- @return void
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function Player:SetStealthSpline(index, column, value, offset, activationSpeed) end
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--- Reset all stealth spline points for a column
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---
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--- |since_notitg_v4|
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---
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--- @param column int The column to reset (0 indexed)
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---
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--- @return void
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function Player:ResetStealthSplines(column) end
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--- Set whether the ``mod,clearall`` command should reset splines
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---
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--- |since_notitg_v3|
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---
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--- @param enable boolean ``true`` to prevent spline clearing when mods are cleared, ``false`` to let mod clearing also reset splines
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---
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--- @return void
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function Player:NoClearSplines(enable) end
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--- Sets a custom shader to use for drawing arrows
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---
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--- |since_notitg_v3|
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---
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--- @param shader RageShaderProgram The custom shader to set
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---
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--- @return void
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function Player:SetArrowShader(shader) end
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--- Returns the custom shader used for drawing arrows
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---
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--- Will return ``nil`` if no custom shader has been set
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---
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--- |since_notitg_v3|
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---
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--- @return RageShaderProgram|nil
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function Player:GetArrowShader() end
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--- Removes any custom shader for drawing arrows
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---
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--- |since_notitg_v3|
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---
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--- @return void
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function Player:ClearArrowShader() end
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--- Sets a custom shader to use for drawing holds
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---
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--- |since_notitg_v3|
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---
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--- @param shader RageShaderProgram The custom shader to set
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---
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--- @return void
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function Player:SetHoldShader() end
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--- Returns the custom shader used for drawing holds
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---
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--- Will return ``nil`` if no custom shader has been set
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---
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--- |since_notitg_v3|
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---
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--- @return RageShaderProgram|nil
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function Player:GetHoldShader() end
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--- Removes any custom shader for drawing holds
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---
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--- |since_notitg_v3|
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---
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--- @return void
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function Player:ClearHoldShader() end
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--- Sets a custom shader to use for drawing receptors
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---
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--- |since_notitg_v3|
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---
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--- @param shader RageShaderProgram The custom shader to set
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---
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--- @return void
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function Player:SetReceptorShader() end
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--- Returns the custom shader used for drawing receptors
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---
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--- Will return ``nil`` if no custom shader has been set
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---
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--- |since_notitg_v3|
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---
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--- @return RageShaderProgram|nil
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function Player:GetReceptorShader() end
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--- Removes any custom shader for drawing receptors
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---
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--- |since_notitg_v3|
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---
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--- @return void
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function Player:ClearReceptorShader() end
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--- Sets a custom shader to use for drawing arrow paths
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---
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--- |since_notitg_v3|
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---
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--- @param shader RageShaderProgram The custom shader to set
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---
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--- @return void
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function Player:SetArrowPathShader(shader) end
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--- Returns the custom shader used for drawing arrow paths
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---
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--- Will return ``nil`` if no custom shader has been set
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---
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--- |since_notitg_v3|
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---
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--- @return RageShaderProgram|nil
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function Player:GetArrowPathShader() end
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--- Removes any custom shader for drawing arrow paths
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---
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--- |since_notitg_v3|
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---
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--- @return void
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function Player:ClearArrowPathShader() end
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--- Sets the number of points the arrow gradient will have
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---
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--- |since_notitg_v3|
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---
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--- @param column int The column to apply it to (0 indexed)
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--- @param amount int The number of points
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---
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--- @return void
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function Player:SetNumArrowGradientPoints(column, amount) end
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--- Sets the position of an arrow gradient point along a column
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---
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--- |since_notitg_v3|
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---
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--- @param point int The point index (0 indexed)
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--- @param column int The column (0 indexed)
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--- @param offset float How far away from the receptors the point should be (where ``1`` = the size of an arrow = ``64`` pixels)
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---
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--- @return void
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function Player:SetArrowGradientPoint(point, column, offset) end
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--- Sets the color of an arrow gradient point
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---
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--- |since_notitg_v3|
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---
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--- @param point int The point index (0 indexed)
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--- @param column int The column (0 indexed)
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--- @param r float The red value (0 - 1)
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--- @param g float The green value (0 - 1)
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--- @param b float The blue value (0 - 1)
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--- @param a float The alpha value (0 - 1)
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---
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--- @return void
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function Player:SetArrowGradientColor(point, column, r, g, b, a) end
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--- Sets the number of points the stealth gradient will have
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---
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--- |since_notitg_v3|
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---
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--- @param column int The column to apply it to (0 indexed)
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--- @param amount int The number of points
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---
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--- @return void
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function Player:SetNumStealthGradientPoints(column, amount) end
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--- Sets the position of a stealth gradient point along a column
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---
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--- |since_notitg_v3|
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---
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--- @param point int The point index (0 indexed)
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--- @param column int The column (0 indexed)
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--- @param offset float How far away from the receptors the point should be (where ``1`` = the size of an arrow = ``64`` pixels)
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---
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--- @return void
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function Player:SetStealthGradientPoint(point, column, offset) end
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--- Sets the color of a stealth gradient point
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---
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--- |since_notitg_v3|
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---
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--- @param point int The point index (0 indexed)
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--- @param column int The column (0 indexed)
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--- @param r float The red value (0 - 1)
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--- @param g float The green value (0 - 1)
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--- @param b float The blue value (0 - 1)
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--- @param a float The alpha value (0 - 1)
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---
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--- @return void
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function Player:SetStealthGradientColor(point, column, r, g, b, a) end
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--- Sets the number of points the path gradient will have
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---
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--- |since_notitg_v3|
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---
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--- @param column int The column to apply it to (0 indexed)
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--- @param amount int The number of points
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---
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--- @return void
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function Player:SetNumPathGradientPoints(column, amount) end
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--- Sets the position of a path gradient point along a column
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---
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--- |since_notitg_v3|
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---
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--- @param point int The point index (0 indexed)
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--- @param column int The column (0 indexed)
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--- @param offset float How far away from the receptors the point should be (where ``1`` = the size of an arrow = ``64`` pixels)
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---
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--- @return void
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function Player:SetPathGradientPoint(point, column, offset) end
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--- Sets the color of a path gradient point
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---
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--- |since_notitg_v3|
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---
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--- @param point int The point index (0 indexed)
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--- @param column int The column (0 indexed)
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--- @param r float The red value (0 - 1)
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--- @param g float The green value (0 - 1)
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--- @param b float The blue value (0 - 1)
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--- @param a float The alpha value (0 - 1)
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---
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--- @return void
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function Player:SetPathGradientColor(point, column, r, g, b, a) end
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--- Sets the arrow path's blend mode
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---
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--- Default value is ``normal``
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---
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--- |since_notitg_v3_1|
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---
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--- @param mode string The new blend mode to set (``normal``, ``add``, ``subtract``, ``modulate``, ``copysrc``, ``alphamask``, ``alphaknockout``, ``alphamultiply``, ``weightedmultiply``, ``invertdest``, ``noeffect``)
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---
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--- @return void
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function Player:SetArrowPathBlendMode() end
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--- Sets regions of arrows that should be hidden
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---
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--- A hidden regions looks like ``{ startBeat, endBeat, column }``. If column is omitted, then the hidden region applies to all columns.
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---
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--- |since_notitg_v4|
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---
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--- @param regions table[] A list of regions to hide
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---
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--- @return void
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function Player:SetHiddenRegions(regions) end
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--- Removes all hidden regions
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---
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--- |since_notitg_v4|
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---
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--- @return void
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function Player:ClearHiddenRegions() end
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--- Multiplies the note type (timing color) of notes
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---
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--- A note time multiplier looks like ``{ startBeat, multiplier }``. All notes after ``startBeat`` will be multiplied by ``multiplier``.
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---
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--- |since_notitg_v4|
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---
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--- @param multipliers table[] A list of multiplier tables
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---
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--- @return void
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function Player:SetNoteTypeMults(multipliers) end
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--- Removes all note type multipliers
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---
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|
--- |since_notitg_v4|
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|
---
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--- @return void
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function Player:ClearNoteTypeMults() end
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--- Simulates a step (without triggering any note hits)
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---
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--- This makes the receptor play its pressed animation
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---
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|
--- |since_notitg_v3|
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|
---
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|
--- @param column int The column to press
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|
---
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|
--- @return void
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|
function Player:FakeStep(column) end
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|
--- ?
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|
---
|
|
--- |since_notitg_v3|
|
|
---
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|
--- @param column int The column
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|
---
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|
--- @return void
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|
function Player:FakeSetPressed(column) end
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|
--- Simulates a step (triggering any note hits)
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|
---
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|
--- This also makes the receptor play its pressed animation
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|
---
|
|
--- |since_notitg_v3|
|
|
---
|
|
--- @param column int The column to press
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|
---
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|
--- @return void
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|
function Player:RealStep() end
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|
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|
--- Simulates a note being hit
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|
---
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|
--- This generates a receptor flash
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|
---
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|
--- Judgment values
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|
---
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|
--- ``1``: Fantastic
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|
---
|
|
--- ``2``: Excellent
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|
---
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|
--- ``3``: Great
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|
---
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|
--- ``4``: Decent
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|
---
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|
--- ``5``: Way off
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|
---
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|
--- ``8``: Mine hit
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|
---
|
|
--- |since_notitg_v3|
|
|
---
|
|
--- @param column int The column to flash (0 indexed)
|
|
--- @param judgment int The judgment
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|
--- @param unk boolean|nil unknown
|
|
---
|
|
--- @return void
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|
function Player:DidTapNote(column, judgment, unk) end
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|
|
|
--- Simulates a hold note being held to completion
|
|
---
|
|
--- This generates a receptor flash
|
|
---
|
|
--- |since_notitg_v3|
|
|
---
|
|
--- @param column int The column to flash (0 indexed)
|
|
--- @param unk boolean|nil unknown
|
|
---
|
|
--- @return void
|
|
function Player:DidHoldNote(column, unk) end
|
|
|
|
--- Returns the number of taps in a range
|
|
---
|
|
--- |since_notitg_v3|
|
|
---
|
|
--- @param startBeat float The start beat
|
|
--- @param endBeat float The end beat
|
|
---
|
|
--- @return int
|
|
function Player:GetNumTapsInRange(startBeat, endBeat) end
|
|
|
|
--- Sets the player's controller (whether it should be controlled by a human or by the game)
|
|
---
|
|
--- |since_notitg_v3|
|
|
---
|
|
--- @param controller int The new controller to set (See :cpp:enum:`PlayerController`)
|
|
---
|
|
--- @return void
|
|
function Player:SetPlayerController() end
|
|
|
|
--- Sets which player's inputs should control the player
|
|
---
|
|
--- |since_notitg_v3|
|
|
---
|
|
--- @param player int ``0`` for player 1, ``1`` for player 2, ``>1`` for AutoPlay
|
|
---
|
|
--- @return void
|
|
function Player:SetInputPlayer(player) end
|
|
|
|
--- Sets the mine sound
|
|
---
|
|
--- |since_notitg_v3|
|
|
---
|
|
--- @param path string The file path to mine sound file
|
|
---
|
|
--- @return void
|
|
function Player:SetMineSound(path) end
|
|
|
|
--- Sends a judgment
|
|
---
|
|
--- Judgment numbers:
|
|
---
|
|
--- ``1``: Fantastic
|
|
---
|
|
--- ``2``: Excellent
|
|
---
|
|
--- ``3``: Great
|
|
---
|
|
--- ``4``: Decent
|
|
---
|
|
--- ``5``: Way off
|
|
---
|
|
--- ``6``: Miss
|
|
---
|
|
--- |since_notitg_v3|
|
|
---
|
|
--- @param judgment int The judgment to send
|
|
--- @param early boolean ``true`` for an early judgment, ``false`` for a late judgment
|
|
--- @param offset float|nil Optional judgment offset, in milliseconds
|
|
--- @param beat float|nil Optional beat number
|
|
---
|
|
--- @return void
|
|
function Player:SendJudgment(judgment, early, offset, beat) end
|
|
|
|
--- Checks if a player is using ``Reverse`` or not
|
|
---
|
|
--- This just checks the reverse state of column 0
|
|
---
|
|
--- |since_notitg_v4_2_0|
|
|
---
|
|
--- @return boolean
|
|
function Player:IsUsingReverse() end
|
|
|
|
--- Set the turn mod used with the "Randomize" mod
|
|
---
|
|
--- The default is ``SuperShuffle``
|
|
---
|
|
--- |since_notitg_v4_2_0|
|
|
---
|
|
--- @param mod string The turn mod to use
|
|
---
|
|
--- @return void
|
|
function Player:SetRandomVanishTransform(mod) end
|
|
|
|
--- Returns a ``Player (MemoryAddress)`` string
|
|
---
|
|
--- |since_unk|
|
|
---
|
|
--- @return string
|
|
function Player:__tostring() end
|
|
|
|
return Player
|