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@rbxts/players-tracker

v1.1.5

Published

Tracker of player's character.

Downloads

80

Readme

package npm

npm i @rbxts/players-tracker

Players Tracker

Tracker of player's character.

Handle getting humanoid / root_part / character / animator from one place

Getting the Tracker

Player Tracker

const player_tracker: PlayerTracker | undefined =
	PlayersTracker.GetTracker(player);
const player_tracker: Promise<PlayerTracker> =
	PlayersTracker.AwaitTracker(player);

Local Player Tracker

/**@client*/
const local_player_tracker: PlayerTracker = PlayersTracker.GetLocalTracker();

Getting items

can_be_dead

/**
 * if can_be_dead is false and the character is dead, will await respawn and will return the new Humanoid
 * defaults to true
 *
 * [if the character is dead his parts still exist for some time til the character removal]
 */
const can_be_dead: boolean = true;

Humanoid

const humanoid: Humanoid | undefined = player_tracker.GetHumanoid();
const humanoid: Promise<Humanoid> = player_tracker.AwaitHumanoid(can_be_dead);

RootPart

const root_part: BasePart | undefined = player_tracker.GetRootPart();
const root_part: Promise<BasePart> = player_tracker.AwaitRootPart(can_be_dead);

Animator

const animator: Animator | undefined = player_tracker.GetAnimator();
const animator: Promise<Animator> = player_tracker.AwaitAnimator(can_be_dead);

Character

const character: Model | undefined = player_tracker.GetCharacter();
const character: Promise<Model> = player_tracker.AwaitCharacter(can_be_dead);

Loading Animation

const animation_track: AnimationTrack | undefined =
	player_tracker.TryLoadAnimation(animation, {
		Priority: Enum.AnimationPriority.Action,
		Looped: true,
	});
const animation_track: Promise<AnimationTrack> =
	player_tracker.AwaitAndLoadAnimation(animation, {
		Looped: true,
	});

Events

OnDied

player_tracker.OnDied.Connect(() => {});

OnSpawned

player_tracker.OnSpawned.Connect(() => {});

Functions

IsDead

const is_dead = player_tracker.IsDead();