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    Class Round

    A set of tools to handle the round more easily.

    Inheritance
    System.Object
    Round
    Inherited Members
    System.Object.ToString()
    System.Object.Equals(System.Object)
    System.Object.Equals(System.Object, System.Object)
    System.Object.ReferenceEquals(System.Object, System.Object)
    System.Object.GetHashCode()
    System.Object.GetType()
    System.Object.MemberwiseClone()
    Namespace: Exiled.API.Features
    Assembly: Exiled.API.dll
    Syntax
    public static class Round

    Properties

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    AliveSides

    Gets a System.Collections.Generic.IEnumerable<T> indicating the sides that are currently alive.

    Declaration
    public static IEnumerable<Side> AliveSides { get; }
    Property Value
    Type Description
    System.Collections.Generic.IEnumerable<Side>
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    ChangedIntoZombies

    Gets or sets the number of players who have been turned into zombies.

    Declaration
    public static int ChangedIntoZombies { get; set; }
    Property Value
    Type Description
    System.Int32
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    ChaosTargetCount

    Gets or sets a value indicating the amount of Chaos Targets remaining.

    Declaration
    public static int ChaosTargetCount { get; set; }
    Property Value
    Type Description
    System.Int32
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    ElapsedTime

    Gets the time elapsed from the start of the round.

    Declaration
    public static TimeSpan ElapsedTime { get; }
    Property Value
    Type Description
    System.TimeSpan
    See Also
    StartedTime
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    EscapedDClasses

    Gets or sets the number of players who have escaped as PlayerRoles.RoleTypeId.ClassD.

    Declaration
    public static int EscapedDClasses { get; set; }
    Property Value
    Type Description
    System.Int32
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    EscapedScientists

    Gets or sets the number of players who have escaped as PlayerRoles.RoleTypeId.Scientist.

    Declaration
    public static int EscapedScientists { get; set; }
    Property Value
    Type Description
    System.Int32
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    IgnoredPlayers

    Gets a list of players who will be ignored from determining round end.

    Declaration
    public static HashSet<ReferenceHub> IgnoredPlayers { get; }
    Property Value
    Type Description
    System.Collections.Generic.HashSet<ReferenceHub>
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    InProgress

    Gets a value indicating whether the round in progress or not.

    Declaration
    public static bool InProgress { get; }
    Property Value
    Type Description
    System.Boolean
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    IsEnded

    Gets a value indicating whether the round is ended or not.

    Declaration
    public static bool IsEnded { get; }
    Property Value
    Type Description
    System.Boolean
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    IsLobby

    Gets a value indicating whether the round is lobby or not.

    Declaration
    public static bool IsLobby { get; }
    Property Value
    Type Description
    System.Boolean
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    IsLobbyLocked

    Gets or sets a value indicating whether the lobby is locked or not.

    Declaration
    public static bool IsLobbyLocked { get; set; }
    Property Value
    Type Description
    System.Boolean
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    IsLocked

    Gets or sets a value indicating whether the round is locked or not.

    Declaration
    public static bool IsLocked { get; set; }
    Property Value
    Type Description
    System.Boolean
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    IsStarted

    Gets a value indicating whether the round is started or not.

    Declaration
    public static bool IsStarted { get; }
    Property Value
    Type Description
    System.Boolean
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    Kills

    Gets or sets the number of kills.

    Declaration
    public static int Kills { get; set; }
    Property Value
    Type Description
    System.Int32
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    KillsByScp

    Gets or sets the number of kills made by SCPs.

    Declaration
    public static int KillsByScp { get; set; }
    Property Value
    Type Description
    System.Int32
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    LobbyWaitingTime

    Gets or sets the timer for waiting players in lobby.

    Declaration
    public static short LobbyWaitingTime { get; set; }
    Property Value
    Type Description
    System.Int16
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    NextRoundAction

    Gets or sets the action to do at round end.

    Declaration
    public static ServerStatic.NextRoundAction NextRoundAction { get; set; }
    Property Value
    Type Description
    ServerStatic.NextRoundAction
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    StartedTime

    Gets the start time of the round.

    Declaration
    public static DateTime StartedTime { get; }
    Property Value
    Type Description
    System.DateTime
    See Also
    ElapsedTime
    IsStarted
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    SurvivingSCPs

    Gets or sets the number of surviving SCPs.

    Declaration
    public static int SurvivingSCPs { get; set; }
    Property Value
    Type Description
    System.Int32
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    UptimeRounds

    Gets the number of rounds since the server started.

    Declaration
    public static int UptimeRounds { get; }
    Property Value
    Type Description
    System.Int32

    Methods

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    EndRound(Boolean)

    Forces the round to end, regardless of which factions are alive.

    Declaration
    public static bool EndRound(bool forceEnd = false)
    Parameters
    Type Name Description
    System.Boolean forceEnd

    Indicates whether or not it'll force the restart with no check if it's locked.

    Returns
    Type Description
    System.Boolean

    A System.Boolean describing whether or not the round was successfully ended.

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    Restart(Boolean, Boolean, ServerStatic.NextRoundAction)

    Restarts the round with custom settings.

    Declaration
    public static void Restart(bool fastRestart = true, bool overrideRestartAction = false, ServerStatic.NextRoundAction restartAction = ServerStatic.NextRoundAction.DoNothing)
    Parameters
    Type Name Description
    System.Boolean fastRestart

    Indicates whether or not it'll be a fast restart. If it's a fast restart, then players won't be reconnected from the server; otherwise, they will.

    System.Boolean overrideRestartAction

    Overrides a value of ServerStatic.NextRoundAction. Makes sense if someone used a command to set another action.

    ServerStatic.NextRoundAction restartAction

    The 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.

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    RestartSilently()

    Restarts the round silently.

    Declaration
    public static void RestartSilently()
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    Start()

    Start the round.

    Declaration
    public static void Start()
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