C# 클래스 Codebreak.Service.World.Game.Fight.AbstractFight

상속: Codebreak.Service.World.Network.MessageDispatcher, IMovementHandler, IDisposable
파일 보기 프로젝트 열기: hussein-aitlahcen/codebreak 1 사용 예제들

Private Properties

프로퍼티 타입 설명
BeginTurn void
EndTurn void
FightEnded void
MiddleTurn void
SetAllUnReady void
StartFight void

공개 메소드들

메소드 설명
AddActivableObject ( AbstractFighter caster, AbstractActivableObject obj ) : void

AddProcessingTarget ( CastInfos infos ) : void

CanJoin ( CharacterEntity character ) : bool

CanLaunchSpell ( AbstractFighter fighter, SpellLevel spellLevel, int spellId, int cellId, int castCell ) : FightSpellLaunchResultEnum

CanPutObject ( int cellId ) : bool

CanUseWeapon ( AbstractFighter fighter, ItemDAO weapon, int cellId ) : bool

Dispose ( ) : void

FightQuit ( CharacterEntity character, bool kick = false ) : FightActionResultEnum

FighterDisconnect ( AbstractFighter fighter ) : void

FighterPlacementChange ( AbstractFighter fighter, int cellId ) : void

FighterReady ( AbstractFighter fighter ) : void

GetCell ( int cellId ) : FightCell

GetFighterOnCell ( int cellId ) : AbstractFighter

GetWinners ( ) : FightTeam

HasLeft ( AbstractFighter fighter ) : bool

HasObjectOnCell ( FightObstacleTypeEnum type, int cell ) : bool

JoinFight ( AbstractFighter fighter, FightTeam team ) : void

KickSpectators ( ) : void

Move ( AbstractEntity entity, int cellId, string path ) : void

MovementFinish ( AbstractEntity entity, MovementPath movementPath, int cellId ) : void

OnCharacterJoin ( CharacterEntity character, FightTeam team ) : void

OnFightStart ( ) : void

SendFightJoinInfos ( AbstractFighter fighter ) : void

SendMapFightInfos ( AbstractEntity entity ) : void

SerializeAs_FightFlag ( StringBuilder message ) : void

SerializeAs_FightList ( StringBuilder message ) : void

SetSubAction ( Func action, int timeout ) : void

Start ( ) : void

SummonFighter ( AbstractFighter fighter, FightTeam team, int cellId ) : FightActionResultEnum

TryJoin ( CharacterEntity character, long teamId ) : void

TryKillFighter ( AbstractFighter fighter, AbstractFighter killer, bool force = false, bool quit = false ) : FightActionResultEnum

TryLaunchSpell ( AbstractFighter fighter, int spellId, int castCellId, int actionTime = 5000 ) : void

TrySpectate ( CharacterEntity character ) : void

TryUseWeapon ( AbstractFighter fighter, int cellId, int actionTime = 5000 ) : void

Update ( long updateDelta ) : void

WillFinish ( ) : bool

보호된 메소드들

메소드 설명
AbstractFight ( FightTypeEnum type, MapInstance mapInstance, long id, long team0LeaderId, int team0Alignment, int team0FlagCell, long team1LeaderId, int team1Alignment, int team1FlagCell, long startTimeout, long turnTime, bool cancelButton = false, bool canWinHonor = false ) : System
FightEnd ( ) : void

FightEndError ( ) : void

비공개 메소드들

메소드 설명
BeginTurn ( ) : void

EndTurn ( ) : void

FightEnded ( ) : void

MiddleTurn ( ) : void

SetAllUnReady ( ) : void

StartFight ( ) : void

메소드 상세

AbstractFight() 보호된 메소드

protected AbstractFight ( FightTypeEnum type, MapInstance mapInstance, long id, long team0LeaderId, int team0Alignment, int team0FlagCell, long team1LeaderId, int team1Alignment, int team1FlagCell, long startTimeout, long turnTime, bool cancelButton = false, bool canWinHonor = false ) : System
type FightTypeEnum
mapInstance Codebreak.Service.World.Game.Map.MapInstance
id long
team0LeaderId long
team0Alignment int
team0FlagCell int
team1LeaderId long
team1Alignment int
team1FlagCell int
startTimeout long
turnTime long
cancelButton bool
canWinHonor bool
리턴 System

AddActivableObject() 공개 메소드

public AddActivableObject ( AbstractFighter caster, AbstractActivableObject obj ) : void
caster AbstractFighter
obj AbstractActivableObject
리턴 void

AddProcessingTarget() 공개 메소드

public AddProcessingTarget ( CastInfos infos ) : void
infos Codebreak.Service.World.Game.Fight.Effect.CastInfos
리턴 void

CanJoin() 공개 추상적인 메소드

public abstract CanJoin ( CharacterEntity character ) : bool
character Codebreak.Service.World.Game.Entity.CharacterEntity
리턴 bool

CanLaunchSpell() 공개 메소드

public CanLaunchSpell ( AbstractFighter fighter, SpellLevel spellLevel, int spellId, int cellId, int castCell ) : FightSpellLaunchResultEnum
fighter AbstractFighter
spellLevel Codebreak.Service.World.Game.Spell.SpellLevel
spellId int
cellId int
castCell int
리턴 FightSpellLaunchResultEnum

CanPutObject() 공개 메소드

public CanPutObject ( int cellId ) : bool
cellId int
리턴 bool

CanUseWeapon() 공개 메소드

public CanUseWeapon ( AbstractFighter fighter, ItemDAO weapon, int cellId ) : bool
fighter AbstractFighter
weapon ItemDAO
cellId int
리턴 bool

Dispose() 공개 메소드

public Dispose ( ) : void
리턴 void

FightEnd() 보호된 메소드

protected FightEnd ( ) : void
리턴 void

FightEndError() 보호된 메소드

protected FightEndError ( ) : void
리턴 void

FightQuit() 공개 추상적인 메소드

public abstract FightQuit ( CharacterEntity character, bool kick = false ) : FightActionResultEnum
character Codebreak.Service.World.Game.Entity.CharacterEntity
kick bool
리턴 FightActionResultEnum

FighterDisconnect() 공개 메소드

public FighterDisconnect ( AbstractFighter fighter ) : void
fighter AbstractFighter
리턴 void

FighterPlacementChange() 공개 메소드

public FighterPlacementChange ( AbstractFighter fighter, int cellId ) : void
fighter AbstractFighter
cellId int
리턴 void

FighterReady() 공개 메소드

public FighterReady ( AbstractFighter fighter ) : void
fighter AbstractFighter
리턴 void

GetCell() 공개 메소드

public GetCell ( int cellId ) : FightCell
cellId int
리턴 FightCell

GetFighterOnCell() 공개 메소드

public GetFighterOnCell ( int cellId ) : AbstractFighter
cellId int
리턴 AbstractFighter

GetWinners() 공개 메소드

public GetWinners ( ) : FightTeam
리턴 FightTeam

HasLeft() 공개 메소드

public HasLeft ( AbstractFighter fighter ) : bool
fighter AbstractFighter
리턴 bool

HasObjectOnCell() 공개 메소드

public HasObjectOnCell ( FightObstacleTypeEnum type, int cell ) : bool
type FightObstacleTypeEnum
cell int
리턴 bool

JoinFight() 공개 메소드

public JoinFight ( AbstractFighter fighter, FightTeam team ) : void
fighter AbstractFighter
team FightTeam
리턴 void

KickSpectators() 공개 메소드

public KickSpectators ( ) : void
리턴 void

Move() 공개 메소드

public Move ( AbstractEntity entity, int cellId, string path ) : void
entity Codebreak.Service.World.Game.Entity.AbstractEntity
cellId int
path string
리턴 void

MovementFinish() 공개 메소드

public MovementFinish ( AbstractEntity entity, MovementPath movementPath, int cellId ) : void
entity Codebreak.Service.World.Game.Entity.AbstractEntity
movementPath MovementPath
cellId int
리턴 void

OnCharacterJoin() 공개 메소드

public OnCharacterJoin ( CharacterEntity character, FightTeam team ) : void
character Codebreak.Service.World.Game.Entity.CharacterEntity
team FightTeam
리턴 void

OnFightStart() 공개 메소드

public OnFightStart ( ) : void
리턴 void

SendFightJoinInfos() 공개 메소드

public SendFightJoinInfos ( AbstractFighter fighter ) : void
fighter AbstractFighter
리턴 void

SendMapFightInfos() 공개 메소드

public SendMapFightInfos ( AbstractEntity entity ) : void
entity Codebreak.Service.World.Game.Entity.AbstractEntity
리턴 void

SerializeAs_FightFlag() 공개 추상적인 메소드

public abstract SerializeAs_FightFlag ( StringBuilder message ) : void
message StringBuilder
리턴 void

SerializeAs_FightList() 공개 추상적인 메소드

public abstract SerializeAs_FightList ( StringBuilder message ) : void
message StringBuilder
리턴 void

SetSubAction() 공개 메소드

public SetSubAction ( Func action, int timeout ) : void
action Func
timeout int
리턴 void

Start() 공개 메소드

public Start ( ) : void
리턴 void

SummonFighter() 공개 메소드

public SummonFighter ( AbstractFighter fighter, FightTeam team, int cellId ) : FightActionResultEnum
fighter AbstractFighter
team FightTeam
cellId int
리턴 FightActionResultEnum

TryJoin() 공개 메소드

public TryJoin ( CharacterEntity character, long teamId ) : void
character Codebreak.Service.World.Game.Entity.CharacterEntity
teamId long
리턴 void

TryKillFighter() 공개 메소드

public TryKillFighter ( AbstractFighter fighter, AbstractFighter killer, bool force = false, bool quit = false ) : FightActionResultEnum
fighter AbstractFighter
killer AbstractFighter
force bool
quit bool
리턴 FightActionResultEnum

TryLaunchSpell() 공개 메소드

public TryLaunchSpell ( AbstractFighter fighter, int spellId, int castCellId, int actionTime = 5000 ) : void
fighter AbstractFighter
spellId int
castCellId int
actionTime int
리턴 void

TrySpectate() 공개 메소드

public TrySpectate ( CharacterEntity character ) : void
character Codebreak.Service.World.Game.Entity.CharacterEntity
리턴 void

TryUseWeapon() 공개 메소드

public TryUseWeapon ( AbstractFighter fighter, int cellId, int actionTime = 5000 ) : void
fighter AbstractFighter
cellId int
actionTime int
리턴 void

Update() 공개 메소드

public Update ( long updateDelta ) : void
updateDelta long
리턴 void

WillFinish() 공개 메소드

public WillFinish ( ) : bool
리턴 bool