PlayerClass
A script class that is instanced for every active Player in the game.
A player represent a user controlling a Character.
The player script handles actions made by the user.
Can receive events sent with sm.event.sendToPlayer.
Fields:
Type | Name | Description |
---|---|---|
Player | player | The Player game object belonging to this class instance. |
Network | network | A Network object that can be used to send messages between client and server. |
Storage | storage | (Server side only.) A Storage object that can be used to store data for the next time loading this object after being unloaded. |
Common callbacks:
- server_onCreate
- client_onCreate
- server_onDestroy
- client_onDestroy
- server_onRefresh
- client_onRefresh
- server_onFixedUpdate
- client_onFixedUpdate
- client_onUpdate
- client_onClientDataUpdate
Callbacks:
- client_onInteract
- client_onCancel
- client_onReload
- server_onProjectile
- server_onExplosion
- server_onMelee
- server_onCollision
- server_onCollisionCrush
- server_onShapeRemoved
- server_onInventoryChanges
server_onCreate(self) serverEventCallback
Called when the scripted object is created. This occurs when a new object is built, spawned, or loaded from the save file.
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
client_onCreate(self) clientEventCallback
Called when the scripted object is created. This occurs when a new object is built, spawned, or loaded from the save file.
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
server_onDestroy(self) serverEventCallback
Called when the scripted object is destroyed.
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
client_onDestroy(self) clientEventCallback
Called when the scripted object is destroyed.
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
server_onRefresh(self) serverEventCallback
Called if the Lua script attached to the object is modified while the game is running.
Note:
This event requires Scrap Mechanic to be running with the '-dev' flag. This will allow scripts to automatically refresh upon changes.
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
client_onRefresh(self) clientEventCallback
Called if the Lua script attached to the object is modified while the game is running.
Note:
This event requires Scrap Mechanic to be running with the '-dev' flag. This will allow scripts to automatically refresh upon changes.
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
server_onFixedUpdate(self, timeStep) serverEventCallback
Called every game tick – 40 ticks a second. If the frame rate is lower than 40 fps, this event may be called twice.
During a fixed update, physics and logic between interactables are updated.
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
number | timeStep | The time period of a tick. (Is always 0.025, a 1/40th of a second.) |
client_onFixedUpdate(self, timeStep) clientEventCallback
Called every game tick – 40 ticks a second. If the frame rate is lower than 40 fps, this event may be called twice.
During a fixed update, physics and logic between interactables are updated.
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
number | timeStep | The time period of a tick. (Is always 0.025, a 1/40th of a second.) |
client_onUpdate(self, deltaTime) clientEventCallback
Called every frame.
During a frame update, graphics, animations and effects are updated.
Warning:
Because of how frequent this event is called, the game's frame rate is greatly affected by the amount of code executed here.
For any non-graphics related code, consider using client_onFixedUpdate instead.
If the event is not in use, consider removing it from the script. (Event callbacks that are not implemented will not be called.)
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
number | deltaTime | Delta time since the last frame. |
client_onClientDataUpdate(self, data, channel) clientEventCallback
Called when the client receives new client data updates from the server set with Network.setClientData.
Data set in this way is persistent and the latest data will automatically be sent to new clients.
The data will arrive after client_onCreate during the same tick.
Channel 1 will be received before channel 2 if both are updated.
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
any | data | Any lua object set with Network.setClientData |
integer | channel | Client data channel, 1 or 2. (default: 1) |
client_onInteract(self, character, state) clientEventCallback
Called when the player presses or releases the 'Use' key (default 'E').
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
Character | character | The Player's Character'. Same as self.player.character. |
boolean | state | The interaction state. (true if pressed, false if released) |
client_onCancel(self) clientEventCallback
Called when the player presses the 'Cancel' key (default 'Esc').
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
client_onReload(self) clientEventCallback
Called when the player presses the 'Reload' key (default 'R').
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
server_onProjectile(self, position, airTime, velocity, projectileName, shooter, damage, customData, normal, uuid) serverEventCallback
Called when the Player's Character is hit by a projectile.
Note:
If the shooter is destroyed before the projectile hits, the shooter value will be nil.
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
Vec3 | position | The position in world space where the projectile hit the Player's Character. |
number | airTime | The time, in seconds, that the projectile spent flying before the hit. |
Vec3 | velocity | The velocity of the projectile at impact. |
string | projectileName | The name of the projectile. (Legacy, use uuid instead) |
Player/Unit/Shape/Harvestable/nil | shooter | The shooter. Can be a Player, Unit, Shape, Harvestable or nil if unknown. |
integer | damage | The damage value of the projectile. |
any | customData | A Lua object that can be defined at shoot time using sm.projectile.customProjectileAttack or an other custom version. |
Vec3 | normal | The normal at the point of impact. |
Uuid | uuid | The uuid of the projectile. |
server_onExplosion(self, center, destructionLevel) serverEventCallback
Called when the Player's Character is hit by an explosion.
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
Vec3 | center | The center of the explosion. |
integer | destructionLevel | The level of destruction done by this explosion. Corresponds to the 'durability' rating of a Shape. |
server_onMelee(self, position, attacker, damage, power, direction, normal) serverEventCallback
Called when the Player's Character is hit by a melee hit.
Note:
If the attacker is destroyed before the projectile hits, the attacker value will be nil.
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
Vec3 | position | The position in world space where the Player's Character was hit. |
Player/Unit/nil | attacker | The attacker. Can be a Player, Unit or nil if unknown. |
integer | damage | The damage value of the melee hit. |
number | power | The physical impact impact of the hit. |
Vec3 | direction | The direction that the melee attack was made. |
Vec3 | normal | The normal at the point of impact. |
server_onCollision(self, other, position, selfPointVelocity, otherPointVelocity, normal) serverEventCallback
Called when the Player's Character collides with another object.
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
Shape/Character/Harvestable/Lift/nil | other | The other object. Nil if terrain. |
Vec3 | position | The position in world space where the collision occurred. |
Vec3 | selfPointVelocity | The velocity that that the Player's Character had at the point of collision. |
Vec3 | otherPointVelocity | The velocity that that the other object had at the point of collision. |
Vec3 | normal | The collision normal between the Player's Character and the other other object. |
server_onCollisionCrush(self) serverEventCallback
Called when the Player's Character is crushed.
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
server_onShapeRemoved(self, items) serverEventCallback
Called when the Player removed a Shape from the World.
Will receive a table of tables listing the items removed by this action.
Element format:
Uuid | uuid | The item uuid. |
integer | amount | The amount of items with this uuid. |
string | type | Type of shape removed. Can be "part", "block" or "joint". |
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
table | items | A table listing the removed items. {{uuid=Uuid, amount=integer, type=string}, ..} |
server_onInventoryChanges(self, inventory, changes) serverEventCallback
Called when the Player has changes in the inventory Container.
Will receive a table listing the changes.
Element format:
Uuid | uuid | The item uuid |
integer | difference | The change in amount. Positive numbers mean item gain, negative item loss. |
Tool | tool | (Optional) If the item is a Tool, this is the tool. Otherwise nil. |
Parameters:
Type | Name | Description |
---|---|---|
table | self | The class instance. |
Container | inventory | The player's inventory Container. |
table | changes | A table listing the changes. {{uuid=Uuid, difference=integer, tool=Tool}, ..} |