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Combined display of all available logs of Intrigues Wiki. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).
- 06:45, 24 December 2023 Tayfunwiki talk contribs created page SetInheritor (Created page with "== <code>SetInheritor</code> Method in Actor Class == === Overview === The <code>SetInheritor</code> method is designed to set the inheritor status of an actor. This function is key in games where inheritance plays a role in the storyline, character progression, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public void SetInheritor(bool inheritor) </syntaxhighlight> === Parameters === * inheritor (bool): Determines the inheritor status of the acto...") Tag: Visual edit
- 06:44, 24 December 2023 Tayfunwiki talk contribs created page SetState (Created page with "== <code>SetState</code> Method in Actor Class == === Overview === The <code>SetState</code> method allows for setting the state of an actor, indicating whether they are alive or deceased. This function is fundamental in games where the status of characters significantly impacts the gameplay, story progression, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public void SetState(IState state, bool noninheritor = false) </syntaxhighlight> === Para...") Tag: Visual edit
- 06:37, 24 December 2023 Tayfunwiki talk contribs created page GetScheme (Created page with "== <code>GetScheme</code> Method in Actor Class == === Overview === The <code>GetScheme</code> method is designed to retrieve an active scheme targeting a specific actor, if such a scheme exists. This function is key in games where monitoring and responding to ongoing schemes is crucial to gameplay and character strategy. === Syntax === <syntaxhighlight lang="c#"> public Scheme GetScheme(string schemeNameOrId, Actor target) </syntaxhighlight> === Parameters === * sch...") Tag: Visual edit
- 15:39, 23 December 2023 Tayfunwiki talk contribs created page StartScheme (Created page with "== <code>StartScheme</code> Method in Actor Class == === Overview === The <code>StartScheme</code> method is used to initiate a scheme against a specified target actor. It's an essential function in games where strategic actions, plots, and character interactions are driven by various schemes. === Syntax === <syntaxhighlight lang="c#"> public Scheme StartScheme(string schemeNameOrId, Actor target) </syntaxhighlight> === Parameters === * schemeNameOrId (string): The n...") Tag: Visual edit
- 11:59, 23 December 2023 Tayfunwiki talk contribs created page SchemeIsActive (Created page with "== <code>SchemeIsActive</code> Method in Actor Class == === Overview === The <code>SchemeIsActive</code> method in the <code>Actor</code> class is designed to verify if a specific scheme is active based on provided conditions. This method is crucial in games where schemes, plots, or strategic actions play a significant role in the narrative, character interactions, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public bool SchemeIsActive(string schem...") Tag: Visual edit
- 11:53, 23 December 2023 Tayfunwiki talk contribs created page RoleDismiss (Created page with "== <code>RoleDismiss</code> Method in Actor Class == === Overview === The <code>RoleDismiss</code> method in the <code>Actor</code> class is used to remove any existing role from the actor, leaving them without a specific role. This method is essential in games where a character's role can change or be removed, impacting their abilities, status, or interactions within the game. === Syntax === <syntaxhighlight lang="c#"> public void RoleDismiss() </syntaxhighlight> ===...") Tag: Visual edit
- 11:52, 23 December 2023 Tayfunwiki talk contribs created page SetRole (Created page with "== <code>SetRole</code> Methods in Actor Class == === Overview === The <code>SetRole</code> methods in the <code>Actor</code> class are designed to assign a specific role to the actor, either by using a role name or ID, or by directly assigning a <code>Role</code> object. These methods are essential in games where characters' roles define their abilities, responsibilities, or interactions within the game world. === Method 1: Assign Role by Name or ID === ==== Syntax =...") Tag: Visual edit
- 11:49, 23 December 2023 Tayfunwiki talk contribs created page SetAge (Created page with "== <code>SetAge</code> Method in Actor Class == === Overview === The <code>SetAge</code> method in the <code>Actor</code> class is used to set the actor's age to a specified value. This method is essential in games where age is a factor that influences gameplay, narrative, character interactions, or character development. === Syntax === <syntaxhighlight lang="c#"> public void SetAge(int age) </syntaxhighlight> === Parameters === * <code>age</code> (int): The desired...") Tag: Visual edit
- 11:47, 23 December 2023 Tayfunwiki talk contribs created page SetPortrait (Created page with "== <code>SetPortrait</code> Method in Actor Class == === Overview === The <code>SetPortrait</code> method in the <code>Actor</code> class is used to set the actor's portrait using a specified sprite. This method is crucial in games where visual representation of characters plays a significant role in the gameplay, narrative, or user interface. === Syntax === <syntaxhighlight lang="c#"> public void SetPortrait(Sprite portrait) </syntaxhighlight> === Parameters === * <...") Tag: Visual edit
- 11:42, 23 December 2023 Tayfunwiki talk contribs created page SetHeir (Created page with "== <code>SetHeir</code> Method in Actor Class == === Overview === The <code>SetHeir</code> method in the <code>Actor</code> class is designed to designate a specified actor as the heir to the current actor. This method is essential in games where succession, inheritance, and lineage are key elements of the gameplay, narrative, or character development. === Syntax === <syntaxhighlight lang="c#"> public void SetHeir(Actor actor) </syntaxhighlight> === Parameters === *...") Tag: Visual edit
- 11:40, 23 December 2023 Tayfunwiki talk contribs created page HasPolicy (Created page with "== <code>HasPolicy</code> Method in Actor Class == === Overview === The <code>HasPolicy</code> method in the <code>Actor</code> class is used to check if the actor's current clan has a specific policy. This method is crucial in games where clan policies can impact gameplay, character decisions, or narrative elements. === Syntax === <syntaxhighlight lang="c#"> public bool HasPolicy(string policyNameOrId) </syntaxhighlight> === Parameters === * <code>policyNameOrId</co...") Tag: Visual edit
- 11:38, 23 December 2023 Tayfunwiki talk contribs created page QuitClan (Created page with "== <code>QuitClan</code> Method in Actor Class == === Overview === The <code>QuitClan</code> method in the <code>Actor</code> class allows an actor to leave their current clan. This method is essential in games where clan affiliation is dynamic and can impact the actor's identity, relationships, and role within the game's narrative and mechanics. === Syntax === <syntaxhighlight lang="c#"> public void QuitClan() </syntaxhighlight> === Description === * Functionality:...") Tag: Visual edit
- 11:37, 23 December 2023 Tayfunwiki talk contribs created page JoinClan (Created page with "== <code>JoinClan</code> Methods in Actor Class == === Overview === The <code>JoinClan</code> methods in the <code>Actor</code> class are designed to enable an actor to join a specified clan, either through a direct <code>Clan</code> object or by using a clan name or ID. These methods are important in games where clan affiliations play a significant role in the narrative, character development, or gameplay mechanics. === Method 1: Join Clan by Object === ==== Syntax =...") Tag: Visual edit
- 06:00, 23 December 2023 Tayfunwiki talk contribs created page RemoveSpouses (Created page with "== <code>RemoveSpouses</code> Method in Actor Class == === Overview === The <code>RemoveSpouses</code> method in the <code>Actor</code> class enables the actor to divorce all of their current spouses. This method is crucial in games where marital status is dynamic and can change over time, influencing the character's narrative, social relationships, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public void RemoveSpouses() </syntaxhighlight> === Des...") Tag: Visual edit
- 05:59, 23 December 2023 Tayfunwiki talk contribs created page RemoveSpouse (Created page with "== <code>RemoveSpouse</code> Method in Actor Class == === Overview === The <code>RemoveSpouse</code> method in the <code>Actor</code> class is designed to dissolve the marital bond between the current actor and a specified actor, effectively simulating a divorce. This method is crucial in games where marital status can change over time, affecting the character's narrative, social dynamics, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public void Re...") Tag: Visual edit
- 05:58, 23 December 2023 Tayfunwiki talk contribs created page AddSpouses (Created page with "== <code>AddSpouses</code> Method in Actor Class == === Overview === The <code>AddSpouses</code> method in the <code>Actor</code> class allows for adding multiple actors as spouses to the current actor. This method is essential in games that accommodate polygamous relationships or where multiple marital bonds can play a significant role in the narrative, character development, or gameplay dynamics. === Syntax === <syntaxhighlight lang="c#"> public void AddSpouses(param...") Tag: Visual edit
- 05:56, 23 December 2023 Tayfunwiki talk contribs created page AddSpouse (Created page with "== <code>AddSpouse</code> Method in Actor Class == === Overview === The <code>AddSpouse</code> method in the <code>Actor</code> class is designed to add a specified actor as a spouse to the current actor. This method is essential in games where marital relationships play a significant role in the narrative, character development, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public void AddSpouse(Actor spouse, bool joinSpouseFamily = false) </syntax...") Tag: Visual edit
- 05:55, 23 December 2023 Tayfunwiki talk contribs created page AddChild (Created page with "== <code>AddChild</code> Methods in Actor Class == === Overview === The <code>AddChild</code> methods in the <code>Actor</code> class are designed to add a child to the actor, either as a single parent or with a specified spouse. These methods are crucial in games where character relationships, lineage, and family dynamics are key elements of gameplay, narrative, or character development. === Method 1: Add Child as Single Parent === ==== Syntax ==== <syntaxhighlight l...") Tag: Visual edit
- 05:52, 23 December 2023 Tayfunwiki talk contribs created page QuitFamily (Created page with "== <code>QuitFamily</code> Method in Actor Class == === Overview === The <code>QuitFamily</code> method in the <code>Actor</code> class is designed to allow an actor to quit their current family. This method plays a crucial role in games where family affiliations can change over time, affecting the actor's identity, relationships, and role within the game narrative. === Syntax === <syntaxhighlight lang="c#"> public void QuitFamily(bool forgetOrigin = false) </syntaxhig...") Tag: Visual edit
- 05:44, 23 December 2023 Tayfunwiki talk contribs created page JoinFamily (Created page with "== <code>JoinFamily</code> Methods in Actor Class == === Overview === The <code>JoinFamily</code> methods in the <code>Actor</code> class are designed to enable an actor to join a specified family. There are two overloads of this method: one that takes a <code>Family</code> object and another that takes a family name or ID as a string. These methods are crucial in games where family affiliations and dynamics play a significant role in character development, narrative pr...") Tag: Visual edit
- 05:40, 23 December 2023 Tayfunwiki talk contribs created page IsRelative (Created page with "== <code>IsRelative</code> Method in Actor Class == === Overview === The <code>IsRelative</code> method in the <code>Actor</code> class is designed to determine whether the actor is a relative of another specified actor. This method encompasses a broad range of familial relationships, making it crucial in games where kinship plays a significant role in the narrative, gameplay mechanics, or character dynamics. === Syntax === <syntaxhighlight lang="c#"> public bool IsRel...") Tag: Visual edit
- 05:39, 23 December 2023 Tayfunwiki talk contribs created page IsSisterInLaw (Created page with "== <code>IsSisterInLaw</code> Method in Actor Class == === Overview === The <code>IsSisterInLaw</code> method in the <code>Actor</code> class is used to determine whether the actor is a sister-in-law of another specified actor. This method is important in games where familial relationships, particularly those with in-laws, play a significant role in the narrative, gameplay mechanics, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsSi...") Tag: Visual edit
- 05:39, 23 December 2023 Tayfunwiki talk contribs created page IsBrotherInLaw (Created page with "== <code>IsBrotherInLaw</code> Method in Actor Class == === Overview === The <code>IsBrotherInLaw</code> method in the <code>Actor</code> class is used to determine whether the actor is a brother-in-law of another specified actor. This method is significant in games where familial relationships, especially in-laws, have a crucial impact on the narrative, gameplay mechanics, or character dynamics. === Syntax === <syntaxhighlight lang="c#"> public bool IsBrotherInLaw(Act...") Tag: Visual edit
- 05:38, 23 December 2023 Tayfunwiki talk contribs created page IsGrandchild (Created page with "== <code>IsGrandchild</code> Method in Actor Class == === Overview === The <code>IsGrandchild</code> method in the <code>Actor</code> class is used to determine whether the actor is a grandchild of another specified actor. This method is important in games where generational family relationships, such as those with grandchildren, are significant for the narrative, gameplay mechanics, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsGr...") Tag: Visual edit
- 05:37, 23 December 2023 Tayfunwiki talk contribs created page IsGrandparent (Created page with "== <code>IsGrandparent</code> Method in Actor Class == === Overview === The <code>IsGrandparent</code> method in the <code>Actor</code> class is designed to determine whether the actor is a grandparent of another specified actor. This method is crucial in games where generational family relationships, such as those with grandparents, have significant implications for the narrative, gameplay mechanics, or character interactions. === Syntax === <syntaxhighlight lang="c#"...") Tag: Visual edit
- 05:32, 23 December 2023 Tayfunwiki talk contribs created page IsSibling (Created page with "== <code>IsSibling</code> Method in Actor Class == === Overview === The <code>IsSibling</code> method in the <code>Actor</code> class is designed to determine whether the actor is a sibling of another specified actor. This method is important in games where sibling relationships play a significant role in the narrative, character dynamics, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool IsSibling(Actor actor) => Siblings().Contains(actor); </syntaxh...") Tag: Visual edit
- 05:31, 23 December 2023 Tayfunwiki talk contribs created page IsNiece (Created page with "== <code>IsNiece</code> Method in Actor Class == === Overview === The <code>IsNiece</code> method in the <code>Actor</code> class is used to determine whether the actor is a niece of another specified actor. This method is crucial in games where extended family relationships, such as those with nieces, are significant to the narrative, character development, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public bool IsNiece(Actor actor) => Nieces().C...") Tag: Visual edit
- 05:30, 23 December 2023 Tayfunwiki talk contribs created page IsNephew (Created page with "== <code>IsNephew</code> Method in Actor Class == === Overview === The <code>IsNephew</code> method in the <code>Actor</code> class determines whether the actor is a nephew of another specified actor. This method is important in games where extended family relationships, especially those of nephews, have a significant impact on the narrative, character dynamics, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool IsNephew(Actor actor) => Nephews().Conta...") Tag: Visual edit
- 05:28, 23 December 2023 Tayfunwiki talk contribs created page IsAunt (Created page with "== <code>IsAunt</code> Method in Actor Class == === Overview === The <code>IsAunt</code> method in the <code>Actor</code> class is designed to determine whether the actor is an aunt of another specified actor. This method is crucial in games where extended family relationships, such as those with aunts, play a significant role in the narrative, gameplay mechanics, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsAunt(Actor actor) => A...") Tag: Visual edit
- 05:27, 23 December 2023 Tayfunwiki talk contribs created page IsUncle (Created page with "== <code>IsUncle</code> Method in Actor Class == === Overview === The <code>IsUncle</code> method in the <code>Actor</code> class is designed to determine whether the actor is an uncle of another specified actor. This method is important in games where extended family relationships, such as those with uncles, influence the narrative, gameplay mechanics, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsUncle(Actor actor) => Uncles().Co...") Tag: Visual edit
- 05:25, 23 December 2023 Tayfunwiki talk contribs created page IsParent (Created page with "== <code>IsParent</code> Method in Actor Class == === Overview === The <code>IsParent</code> method in the <code>Actor</code> class determines whether the actor is a parent of another specified actor. This method is vital for establishing and validating parent-child relationships within the game, which can significantly impact gameplay mechanics, narrative development, and character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsParent(Actor act...") Tag: Visual edit
- 05:24, 23 December 2023 Tayfunwiki talk contribs created page IsChild (Created page with "== <code>IsChild</code> Method in Actor Class == === Overview === The <code>IsChild</code> method in the <code>Actor</code> class is used to determine whether the actor is a child of another specified actor. This method is crucial for identifying parent-child relationships within the game, which can have significant implications for gameplay, narrative development, and character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsChild(Actor actor) =...") Tag: Visual edit
- 05:22, 23 December 2023 Tayfunwiki talk contribs created page IsSpouse (Created page with "== <code>IsSpouse</code> Method in Actor Class == === Overview === The <code>IsSpouse</code> method in the <code>Actor</code> class is designed to determine if the actor is a spouse of another specified actor. This method is essential in games for identifying marital relationships between characters, which can significantly influence gameplay dynamics, narrative development, and character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsSpouse(Act...") Tag: Visual edit
- 05:16, 23 December 2023 Tayfunwiki talk contribs created page HasSisterInLaw (Created page with "== <code>HasSisterInLaw</code> Property in Actor Class == === Overview === The <code>HasSisterInLaw</code> property in the <code>Actor</code> class is a boolean value indicating whether the actor has any living sisters-in-law. This property is significant in games where familial relationships, including those with in-laws, play a role in the narrative, character interactions, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public bool HasSisterInLaw =...") Tag: Visual edit
- 05:03, 23 December 2023 Tayfunwiki talk contribs created page HasBrotherInLaw (Created page with "== <code>HasBrotherInLaw</code> Property in Actor Class == === Overview === The <code>HasBrotherInLaw</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living brothers-in-law. This property is important in games where familial relationships and connections, such as those with in-laws, can influence the narrative, character interactions, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasBroth...") Tag: Visual edit
- 05:02, 23 December 2023 Tayfunwiki talk contribs created page HasGrandchildren (Created page with "== <code>HasGrandchildren</code> Property in Actor Class == === Overview === The <code>HasGrandchildren</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living grandchildren. This property is essential in games where familial relationships, especially generational connections such as those with grandchildren, play a significant role in the narrative, character development, or gameplay. === Syntax === <syntaxhig...") Tag: Visual edit
- 05:00, 23 December 2023 Tayfunwiki talk contribs created page HasNiece (Created page with "== <code>HasNiece</code> Property in Actor Class == === Overview === The <code>HasNiece</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living nieces. This property is vital in games where extended family relationships, such as those with nieces, play a significant role in the narrative, character development, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasNiece => Nieces(false).Any();...") Tag: Visual edit
- 04:58, 23 December 2023 Tayfunwiki talk contribs created page HasNephew (Created page with "== <code>HasNephew</code> Property in Actor Class == === Overview === The <code>HasNephew</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living nephews. This property is important in games where extended family relationships, such as those with nephews, are significant to the narrative, character development, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasNephew => Nephews(false).Any()...") Tag: Visual edit
- 04:57, 23 December 2023 Tayfunwiki talk contribs created page HasAunt (Created page with "== <code>HasAunt</code> Property in Actor Class == === Overview === The <code>HasAunt</code> property in the <code>Actor</code> class is a boolean value indicating whether the actor has any living aunts. This property is important in games where extended family relationships, such as those with aunts, are significant to the narrative, character development, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasAunt => Aunts(false).Any(); </syntaxhighli...") Tag: Visual edit
- 04:55, 23 December 2023 Tayfunwiki talk contribs created page HasUncle (Created page with "== <code>HasUncle</code> Property in Actor Class == === Overview === The <code>HasUncle</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living uncles. This property is crucial in games where extended family relationships, such as those with uncles, play a significant role in the narrative or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasUncle => Uncles(false).Any(); </syntaxhighlight> ==...") Tag: Visual edit
- 04:54, 23 December 2023 Tayfunwiki talk contribs created page HasSibling (Created page with "== <code>HasSibling</code> Property in Actor Class == === Overview === The <code>HasSibling</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living siblings. This property is significant in games where familial relationships, such as those with siblings, play a key role in the narrative or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasSibling => Siblings(false).Any(); </syntaxhighlight> =...") Tag: Visual edit
- 04:53, 23 December 2023 Tayfunwiki talk contribs created page HasGrandparent (Created page with "== <code>HasGrandparent</code> Property in Actor Class == === Overview === The <code>HasGrandparent</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living grandparents. This property is essential for understanding the actor's extended family structure and is particularly significant in games where generational relationships impact gameplay and narrative. === Syntax === <syntaxhighlight lang="c#"> public bool H...") Tag: Visual edit
- 04:52, 23 December 2023 Tayfunwiki talk contribs created page HasParent (Created page with "== <code>HasParent</code> Property in Actor Class == === Overview === The <code>HasParent</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living parents. This property is key in determining the actor's immediate family structure, essential in games where family dynamics and lineage play a significant role. === Syntax === <syntaxhighlight lang="c#"> public bool HasParent => Parents(false).Any(); </syntaxhighlig...") Tag: Visual edit
- 07:38, 22 December 2023 Tayfunwiki talk contribs created page HasChildren (Created page with "== <code>HasChildren</code> Property in Actor Class == === Overview === The <code>HasChildren</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any children. This property is fundamental in determining an actor's familial status within the game, particularly in relation to offspring. === Syntax === <syntaxhighlight lang="c#"> public bool HasChildren => Children(false).Any(); </syntaxhighlight> === Description ===...") Tag: Visual edit
- 07:36, 22 December 2023 Tayfunwiki talk contribs created page HasSpouse (Created page with "== <code>HasSpouse</code> Property in Actor Class == === Overview === The <code>HasSpouse</code> property in the <code>Actor</code> class is used to determine whether the actor currently has a spouse. This boolean property plays a crucial role in games where marital status impacts gameplay, narrative, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool HasSpouse => Spouses(false).Any(); </syntaxhighlight> === Description === * Property T...") Tag: Visual edit
- 07:16, 22 December 2023 Tayfunwiki talk contribs created page HeirOverridden (Created page with "== <code>HeirOverridden</code> Property in Actor Class == === Overview === The <code>HeirOverridden</code> property in the <code>Actor</code> class indicates whether the heir designated for the actor has been overridden. This property is crucial for tracking custom or exceptional heir assignments in games where inheritance, succession, or family dynamics are significant. === Syntax === <syntaxhighlight lang="c#"> public bool HeirOverridden => _overrideHeir != null; </s...") Tag: Visual edit
- 07:13, 22 December 2023 Tayfunwiki talk contribs created page FullName (Created page with "== <code>FullName</code> Property in Actor Class == === Overview === The <code>FullName</code> property in the <code>Actor</code> class is used to retrieve the complete and formal name of the actor, typically formatted to include the actor's role title, given name, and family name. === Syntax === <syntaxhighlight lang="c#"> public string FullName { get { // logic to construct the full name } } </syntaxhighlight> === Description === * Property Type: <c...") Tag: Visual edit
- 07:12, 22 December 2023 Tayfunwiki talk contribs created page Name (Created page with "== <code>Name</code> Property in Actor Class == === Overview === The <code>Name</code> property in the <code>Actor</code> class is used to store and retrieve the name of the actor. This property is fundamental for identifying each actor within the game by a human-readable name, enhancing the player's ability to connect with and remember characters. === Syntax === <syntaxhighlight lang="c#"> public string Name { get; protected set; } </syntaxhighlight> === Description...") Tag: Visual edit
- 07:11, 22 December 2023 Tayfunwiki talk contribs created page ID (Created page with "== <code>ID</code> Property in Actor Class == === Overview === The <code>ID</code> property in the <code>Actor</code> class is used to store and retrieve the unique identifier of the actor. This unique ID is critical for differentiating each actor within the game, especially in systems where identification and tracking of individual actors are essential. === Syntax === <syntaxhighlight lang="c#"> public string ID { get => id; protected set => id = value; } </sy...") Tag: Visual edit
- 07:03, 22 December 2023 Tayfunwiki talk contribs created page IsPlayer (Created page with "== <code>IsPlayer</code> Property in Actor Class == === Overview === The <code>IsPlayer</code> property in the <code>Actor</code> class is used to determine whether the actor is designated as the player character within the game. This property is fundamental for differentiating between player-controlled and non-player characters. === Syntax === <syntaxhighlight lang="c#"> public bool IsPlayer => isPlayer; </syntaxhighlight> === Description === * Property Type: <code>...") Tag: Visual edit