ICombatSnapshot interface
Polled snapshot of the local player’s combat state plus a ring buffer of recently observed events. Mirrors the polled half of the original mixed combat surface; the event stream lives on ICombatEvents and per-entity lookups live on ICombatLookup. All reads are safe from the Unity main thread.
public interface ICombatSnapshotMembers
Section titled “Members”| name | description |
|---|---|
| IsAvailable { get; } | True once the wire tap has seen the first SyncToMeDeltaInfo after entering world. |
| LocalBuffs { get; } | Active buffs on the local player. |
| LocalCooldowns { get; } | Local player’s current skill cooldowns. Empty out of combat / pre-login. |
| LocalEntityId { get; } | Local player’s entity UUID. None until first SyncToMeDeltaInfo. |
| RecentEvents { get; } | Ring buffer of recent events (capacity 500). |
| ServerNow { get; } | The same interpolated server clock as ServerNowMs exposed as a wall-clock DateTimeOffset in the server time domain (server epoch mapped onto local monotonic time, so it advances smoothly between the ~5 s SyncServerTime anchors). Reads the Unix epoch (1970) until the first server-time observation, matching the ServerNowMs == 0 “no server time yet” contract. |
| ServerNowMs { get; } | Latest server epoch (ms) seen on the SyncServerTime notify. Zero until first observation. |
See Also
Section titled “See Also”- namespace Stellar.Abstractions.Services