C# 클래스 GameEntities.Intellect

This takes the form of either AI (Artificial Intelligence) or player control over a unit .

There is inherit AI base base for an computer-controlled intellect. For example, there is the GameCharacterAI class which is designed for the management of a game character.

Control by a live player (PlayerIntellect) is achieved through the commands of pressed keys or the mouse for control of the unit or turret.

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

Private Properties

프로퍼티 타입 설명
Client_ReceiveControlledObject void
ResetControlKeys void
Server_SendControlledObjectToClients void

공개 메소드들

메소드 설명
DoControlledObjectRender ( Engine.Camera camera ) : void
DoControlledObjectRenderFrame ( ) : void
GetControlKeyStrength ( GameControlKeys key ) : float
Intellect ( ) : System
IsActive ( ) : bool
IsControlKeyPressed ( GameControlKeys key ) : bool

보호된 메소드들

메소드 설명
ControlKeyPress ( GameControlKeys controlKey, float strength ) : void
ControlKeyRelease ( GameControlKeys controlKey ) : void
OnControlledObjectChange ( Unit oldObject ) : void
OnControlledObjectRender ( Engine.Camera camera ) : void
OnControlledObjectRenderFrame ( ) : void
OnDestroy ( ) : void
OnRelatedEntityDelete ( Entity entity ) : void

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

Server_OnClientConnectedBeforePostCreate ( RemoteEntityWorld remoteEntityWorld ) : void

비공개 메소드들

메소드 설명
Client_ReceiveControlledObject ( RemoteEntityWorld sender, ReceiveDataReader reader ) : void
ResetControlKeys ( ) : void
Server_SendControlledObjectToClients ( IList remoteEntityWorlds ) : void

메소드 상세

ControlKeyPress() 보호된 메소드

protected ControlKeyPress ( GameControlKeys controlKey, float strength ) : void
controlKey GameControlKeys
strength float
리턴 void

ControlKeyRelease() 보호된 메소드

protected ControlKeyRelease ( GameControlKeys controlKey ) : void
controlKey GameControlKeys
리턴 void

DoControlledObjectRender() 공개 메소드

public DoControlledObjectRender ( Engine.Camera camera ) : void
camera Engine.Camera
리턴 void

DoControlledObjectRenderFrame() 공개 메소드

public DoControlledObjectRenderFrame ( ) : void
리턴 void

GetControlKeyStrength() 공개 메소드

public GetControlKeyStrength ( GameControlKeys key ) : float
key GameControlKeys
리턴 float

Intellect() 공개 메소드

public Intellect ( ) : System
리턴 System

IsActive() 공개 메소드

public IsActive ( ) : bool
리턴 bool

IsControlKeyPressed() 공개 메소드

public IsControlKeyPressed ( GameControlKeys key ) : bool
key GameControlKeys
리턴 bool

OnControlledObjectChange() 보호된 메소드

protected OnControlledObjectChange ( Unit oldObject ) : void
oldObject Unit
리턴 void

OnControlledObjectRender() 보호된 메소드

protected OnControlledObjectRender ( Engine.Camera camera ) : void
camera Engine.Camera
리턴 void

OnControlledObjectRenderFrame() 보호된 메소드

protected OnControlledObjectRenderFrame ( ) : void
리턴 void

OnDestroy() 보호된 메소드

protected OnDestroy ( ) : void
리턴 void

OnRelatedEntityDelete() 보호된 메소드

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

Server_OnClientConnectedBeforePostCreate() 보호된 메소드

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