C# 클래스 GameEntities.Gun

상속: Weapon
파일 보기 프로젝트 열기: DarrenHassan/GDM4242-GroupD 1 사용 예제들

Private Properties

프로퍼티 타입 설명
Client_ReceiveCreateBulletEvent void
Client_ReceiveFireEvent void
Client_ReceiveNoAmmoEvent void
Client_ReceiveReloadEvent void
Client_ReceiveUpdateBulletCount void
OnFire void
OnReload void
Server_SendCreateBulletEventToAllClients void
Server_SendFireEventToAllClients void
Server_SendNoAmmoEventToAllClients void
Server_SendReloadEventToAllClients void
Server_SendUpdateBulletCountToClients void

공개 메소드들

메소드 설명
AddBullets ( BulletType bulletType, int count ) : void
GetAdvanceAttackTargetPosition ( bool alternative, MapObject obj, bool useGravity, Vec3 &pos ) : bool
GetFirePosition ( bool alternative ) : Vec3
GetFireRotation ( bool alternative ) : Quat
TryFire ( bool alternative ) : bool
TryReload ( ) : void

보호된 메소드들

메소드 설명
CreateBullet ( Mode mode ) : void
Fire ( Mode mode ) : void
OnLoad ( TextBlock block ) : bool
OnPostCreate ( bool loaded ) : void

Overridden from Engine.EntitySystem.Entity.OnPostCreate(Boolean).

OnPreCreate ( ) : void
OnSave ( TextBlock block ) : void
OnTick ( ) : void

Overridden from Engine.EntitySystem.Entity.OnTick().

Server_OnClientConnectedBeforePostCreate ( RemoteEntityWorld remoteEntityWorld ) : void

비공개 메소드들

메소드 설명
Client_ReceiveCreateBulletEvent ( RemoteEntityWorld sender, ReceiveDataReader reader ) : void
Client_ReceiveFireEvent ( RemoteEntityWorld sender, ReceiveDataReader reader ) : void
Client_ReceiveNoAmmoEvent ( RemoteEntityWorld sender, ReceiveDataReader reader ) : void
Client_ReceiveReloadEvent ( RemoteEntityWorld sender, ReceiveDataReader reader ) : void
Client_ReceiveUpdateBulletCount ( RemoteEntityWorld sender, ReceiveDataReader reader ) : void
OnFire ( GunType typeMode ) : void
OnReload ( ) : void
Server_SendCreateBulletEventToAllClients ( Mode mode ) : void
Server_SendFireEventToAllClients ( bool alternative ) : void
Server_SendNoAmmoEventToAllClients ( ) : void
Server_SendReloadEventToAllClients ( ) : void
Server_SendUpdateBulletCountToClients ( IList remoteEntityWorlds ) : void

메소드 상세

AddBullets() 공개 메소드

public AddBullets ( BulletType bulletType, int count ) : void
bulletType BulletType
count int
리턴 void

CreateBullet() 보호된 메소드

protected CreateBullet ( Mode mode ) : void
mode Mode
리턴 void

Fire() 보호된 메소드

protected Fire ( Mode mode ) : void
mode Mode
리턴 void

GetAdvanceAttackTargetPosition() 공개 메소드

public GetAdvanceAttackTargetPosition ( bool alternative, MapObject obj, bool useGravity, Vec3 &pos ) : bool
alternative bool
obj MapObject
useGravity bool
pos Vec3
리턴 bool

GetFirePosition() 공개 메소드

public GetFirePosition ( bool alternative ) : Vec3
alternative bool
리턴 Vec3

GetFireRotation() 공개 메소드

public GetFireRotation ( bool alternative ) : Quat
alternative bool
리턴 Quat

OnLoad() 보호된 메소드

protected OnLoad ( TextBlock block ) : bool
block TextBlock
리턴 bool

OnPostCreate() 보호된 메소드

Overridden from Engine.EntitySystem.Entity.OnPostCreate(Boolean).
protected OnPostCreate ( bool loaded ) : void
loaded bool
리턴 void

OnPreCreate() 보호된 메소드

protected OnPreCreate ( ) : void
리턴 void

OnSave() 보호된 메소드

protected OnSave ( TextBlock block ) : void
block TextBlock
리턴 void

OnTick() 보호된 메소드

Overridden from Engine.EntitySystem.Entity.OnTick().
protected OnTick ( ) : void
리턴 void

Server_OnClientConnectedBeforePostCreate() 보호된 메소드

protected Server_OnClientConnectedBeforePostCreate ( RemoteEntityWorld remoteEntityWorld ) : void
remoteEntityWorld RemoteEntityWorld
리턴 void

TryFire() 공개 메소드

public TryFire ( bool alternative ) : bool
alternative bool
리턴 bool

TryReload() 공개 메소드

public TryReload ( ) : void
리턴 void