Class Round
A set of tools to handle the round more easily.
public static class Round
- Inheritance
-
Round
- Inherited Members
Properties
AliveSides
Gets a IEnumerable<T> indicating the sides that are currently alive.
public static IEnumerable<Side> AliveSides { get; }
Property Value
ChangedIntoZombies
Gets or sets the number of players who have been turned into zombies.
public static int ChangedIntoZombies { get; set; }
Property Value
ElapsedTime
Gets the time elapsed from the start of the round.
public static TimeSpan ElapsedTime { get; }
Property Value
- See Also
EscapedDClasses
Gets or sets the number of players who have escaped as PlayerRoles.RoleTypeId.ClassD.
public static int EscapedDClasses { get; set; }
Property Value
EscapedScientists
Gets or sets the number of players who have escaped as PlayerRoles.RoleTypeId.Scientist.
public static int EscapedScientists { get; set; }
Property Value
ExtraTargetCount
Gets or sets a value indicating the amount of Extra Targets remaining.
public static int ExtraTargetCount { get; set; }
Property Value
IgnoredPlayers
Gets a list of players who will be ignored from determining round end.
public static HashSet<ReferenceHub> IgnoredPlayers { get; }
Property Value
- HashSet<ReferenceHub>
InProgress
Gets a value indicating whether the round in progress.
public static bool InProgress { get; }
Property Value
IsEnded
Gets a value indicating whether the round is ended.
public static bool IsEnded { get; }
Property Value
IsLobby
Gets a value indicating whether the round is lobby.
public static bool IsLobby { get; }
Property Value
IsLobbyLocked
Gets or sets a value indicating whether the lobby is locked.
public static bool IsLobbyLocked { get; set; }
Property Value
IsLocked
Gets or sets a value indicating whether the round is locked.
public static bool IsLocked { get; set; }
Property Value
IsStarted
Gets a value indicating whether the round is started.
public static bool IsStarted { get; }
Property Value
Kills
Gets or sets the number of kills.
public static int Kills { get; set; }
Property Value
KillsByScp
Gets or sets the number of kills made by SCPs.
public static int KillsByScp { get; set; }
Property Value
LastClassList
Gets a value indicating the last ClassList.
public static RoundSummary.SumInfo_ClassList LastClassList { get; }
Property Value
- RoundSummary.SumInfo_ClassList
Remarks
this value is only updated when Round is InProgress and not IsLocked.
LobbyWaitingTime
Gets or sets the timer for waiting players in lobby.
public static short LobbyWaitingTime { get; set; }
Property Value
NextRoundAction
Gets or sets the action to do at round end.
public static ServerStatic.NextRoundAction NextRoundAction { get; set; }
Property Value
- ServerStatic.NextRoundAction
StartedTime
Gets the start time of the round.
public static DateTime StartedTime { get; }
Property Value
- See Also
SurvivingSCPs
Gets the number of surviving SCPs.
public static int SurvivingSCPs { get; }
Property Value
UptimeRounds
Gets the number of rounds since the server started.
public static int UptimeRounds { get; }
Property Value
Methods
EndRound(bool)
Forces the round to end, regardless of which factions are alive.
public static bool EndRound(bool forceEnd = false)
Parameters
forceEnd
boolIndicates whether it'll force the restart with no check if it's locked.
Returns
Restart(bool, bool, NextRoundAction)
Restarts the round with custom settings.
public static void Restart(bool fastRestart = true, bool overrideRestartAction = false, ServerStatic.NextRoundAction restartAction = NextRoundAction.DoNothing)
Parameters
fastRestart
boolIndicates whether it'll be a fast restart. If it's a fast restart, then players won't be reconnected from the server; otherwise, they will.
overrideRestartAction
boolOverrides a value of ServerStatic.NextRoundAction. Makes sense if someone used a command to set another action.
restartAction
ServerStatic.NextRoundActionThe ServerStatic.NextRoundAction.
ServerStatic.NextRoundAction.DoNothing - does nothing, just restarts the round silently. ServerStatic.NextRoundAction.Restart - restarts the server, reconnects all players. ServerStatic.NextRoundAction.Shutdown - shutdowns the server, also disconnects all players.
RestartSilently()
Restarts the round silently.
public static void RestartSilently()
Start()
Start the round.
public static void Start()