<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.brax.terrytarget</name>
    </assembly>
    <members>
        <member name="F:Braxnet.GameManager.GameState.Idle">
            Idle, no game running 
        </member>
        <member name="F:Braxnet.GameManager.GameState.Waiting">
            Waiting for players to join 
        </member>
        <member name="F:Braxnet.GameManager.GameState.Starting">
            Game is starting, count down 
        </member>
        <member name="F:Braxnet.GameManager.GameState.Active">
            Game is active, players can move 
        </member>
        <member name="F:Braxnet.GameManager.GameState.Finished">
            Game is finished, show scores 
        </member>
        <member name="P:Braxnet.GameManager.IsSinglePlayer">
            <summary>
             Returns true if there's just one player in the game. This does not mean the game is single player, it just means there's only one player in the game.
            </summary>
        </member>
        <member name="M:Braxnet.GameManager.AllModulesRoundStart">
            <summary>
            	Call OnRoundStart on all modules
            </summary>
        </member>
        <member name="M:Braxnet.GameManager.AllModulesRoundEnd">
            <summary>
            	Call OnRoundEnd on all modules
            </summary>
        </member>
        <member name="M:Braxnet.Gameplay.Module.OnRoundStart">
            <summary>
              Called when the round starts. Good place to reset any state.
            </summary>
        </member>
        <member name="M:Braxnet.Gameplay.Module.OnRoundEnd">
            <summary>
             Called when the round ends. Good place to add up scores and declare a winner.
            </summary>
        </member>
        <member name="M:Braxnet.Gameplay.Module.OnContinuousCollision(Braxnet.Gameplay.Player)">
            <summary>
             Called when the player is continuously colliding with the module, once per tick.
            </summary>
            <param name="player"></param>
        </member>
        <member name="M:Braxnet.Gameplay.Player.CollideWhenFlying(Sandbox.GameObject)">
            <summary>
             Handle collision with things when the player is flying. Called from <see cref="M:Braxnet.Gameplay.Player.OnFixedUpdate">OnFixedUpdate</see>.
            </summary>
            <param name="collidedObject"></param>
        </member>
        <member name="M:Braxnet.Gameplay.Player.Sandbox#Component#ICollisionListener#OnCollisionStart(Sandbox.Collision)">
            <summary>
             Called when the player collides with something on all clients
            </summary>
            <param name="other"></param>
        </member>
        <member name="M:Braxnet.Gameplay.Player.DoContinuousCollision">
            <summary>
             Handle continuous collision with modules. This is called every tick from <see cref="M:Braxnet.Gameplay.Player.OnFixedUpdate">OnFixedUpdate</see>.
            </summary>
        </member>
        <member name="M:Braxnet.Gameplay.Player.CheckForCollision(Vector3,Vector3@,Sandbox.GameObject@)">
            <summary>
             Run a trace to check for collision with the new position. If a collision is detected, the final position and the collided object are returned.
            </summary>
            <param name="newPosition"></param>
            <param name="finalPosition"></param>
            <param name="gameObject"></param>
            <returns></returns>
        </member>
        <member name="M:Braxnet.Gameplay.Player.ApplyFriction">
            <summary>
                Apply friction to the ball
                TODO: this should use the internal physics engine but it's not working properly
            </summary>
        </member>
        <member name="F:Braxnet.Gameplay.Player.PlayerState.InQueue">
            Player is in queue, waiting for the game to start. They could have joined mid-game
        </member>
        <member name="F:Braxnet.Gameplay.Player.PlayerState.Waiting">
            Player is waiting for the round to start durin the countdown
        </member>
        <member name="F:Braxnet.Gameplay.Player.PlayerState.Playing">
            Player is moving and playing the game
        </member>
        <member name="F:Braxnet.Gameplay.Player.PlayerState.Finished">
            Player has finished the round, lost control
        </member>
        <member name="F:Braxnet.Gameplay.Player.PlayerState.Spectating">
            Player is spectating, lost control
        </member>
        <member name="M:Braxnet.Gameplay.Player.OnFixedUpdate">
            <summary>
              Called every tick, regardless of the client's frame rate.
              Apparently, this is only called on the owner
            </summary>
        </member>
        <member name="M:Braxnet.Gameplay.Player.OnFixedUpdateServer">
            <summary>
             Hacky way to get the server to call the FixedUpdate method
            </summary>
        </member>
        <member name="M:Braxnet.Gameplay.TargetBall.CalculateVelocity">
            <summary>
                Chase a player, applying a force to the ball to move towards the player.
                Use current velocity of this ball and the player's velocity to predict the player's position.
            </summary>
        </member>
        <member name="P:Braxnet.NetworkManager.StartServer">
            <summary>
            Create a server (if we're not joining one)
            </summary>
        </member>
        <member name="P:Braxnet.NetworkManager.PlayerPrefab">
            <summary>
            The prefab to spawn for the player to control.
            </summary>
        </member>
        <member name="M:Braxnet.NetworkManager.Sandbox#Component#INetworkListener#OnActive(Sandbox.Connection)">
            <summary>
            A client is fully connected to the server. This is called on the host.
            </summary>
        </member>
        <member name="M:Braxnet.Ui.NameTagPanel.BuildHash">
            <summary>
            Rebuild if the owner connection changes
            </summary>
        </member>
    </members>
</doc>
