C# Class RTSEngine.Controllers.GameplayController

Inheritance: IDisposable
Show file Open project: RegrowthStudios/VoxelRTS Class Usage Examples

Public Properties

Property Type Description
pathfinder RTSEngine.Algorithms.Pathfinder

Public Methods

Method Description
BeginPlaying ( GameState s ) : void
Dispose ( ) : void
GameplayController ( ) : System
Init ( GameState s, GCInitArgs args ) : void
IsBuildingDead ( RTSBuilding b ) : bool
IsEntityDead ( IEntity e ) : bool
IsUnitDead ( RTSUnit u ) : bool
OnDevCommand ( string s ) : void
Update ( GameState s, float dt ) : void

Private Methods

Method Description
AddTask ( GameState s, RTSBuilding building ) : void
AddTask ( GameState s, RTSBuilding building, int fTeam, int type ) : void
AddTask ( GameState s, RTSSquad squad ) : void
AddTask ( GameState s, RTSUnit unit ) : void
ApplyInput ( GameState s, float dt ) : void
ApplyInput ( GameState s, float dt, CapitalEvent e ) : void
ApplyInput ( GameState s, float dt, DamageEvent e ) : void
ApplyInput ( GameState s, float dt, ImpactEvent e ) : void
ApplyInput ( GameState s, float dt, SelectEvent e ) : void
ApplyInput ( GameState s, float dt, SetOrdersEvent e ) : void
ApplyInput ( GameState s, float dt, SetTargetEvent e ) : void
ApplyInput ( GameState s, float dt, SetWayPointEvent e ) : void
ApplyInput ( GameState s, float dt, SpawnBuildingEvent e ) : void
ApplyInput ( GameState s, float dt, SpawnUnitEvent e ) : void
ApplyLogic ( GameState s, float dt ) : void
ApplyLogic ( GameState s, float dt, DevCommandCapital c ) : void
ApplyLogic ( GameState s, float dt, DevCommandFOW c ) : void
ApplyLogic ( GameState s, float dt, DevCommandKillBuildings c ) : void
ApplyLogic ( GameState s, float dt, DevCommandKillUnits c ) : void
ApplyLogic ( GameState s, float dt, DevCommandSave c ) : void
ApplyLogic ( GameState s, float dt, DevCommandSpawn c ) : void
ApplyLogic ( GameState s, float dt, DevCommandStopMotion c ) : void
ApplySquadQueries ( ) : void
Cleanup ( GameState s, float dt ) : void
IsSquadEmpty ( RTSSquad s ) : bool
ResolveInput ( GameState s, float dt ) : void
ResolvePhysics ( GameState s, float dt ) : void
SendSquadQuery ( GameState s, RTSSquad squad, GameInputEvent e ) : void

Method Details

BeginPlaying() public method

public BeginPlaying ( GameState s ) : void
s RTSEngine.Data.GameState
return void

Dispose() public method

public Dispose ( ) : void
return void

GameplayController() public method

public GameplayController ( ) : System
return System

Init() public method

public Init ( GameState s, GCInitArgs args ) : void
s RTSEngine.Data.GameState
args GCInitArgs
return void

IsBuildingDead() public static method

public static IsBuildingDead ( RTSBuilding b ) : bool
b RTSEngine.Data.Team.RTSBuilding
return bool

IsEntityDead() public static method

public static IsEntityDead ( IEntity e ) : bool
e IEntity
return bool

IsUnitDead() public static method

public static IsUnitDead ( RTSUnit u ) : bool
u RTSEngine.Data.Team.RTSUnit
return bool

OnDevCommand() public method

public OnDevCommand ( string s ) : void
s string
return void

Update() public method

public Update ( GameState s, float dt ) : void
s RTSEngine.Data.GameState
dt float
return void

Property Details

pathfinder public property

public Pathfinder,RTSEngine.Algorithms pathfinder
return RTSEngine.Algorithms.Pathfinder