C# 클래스 RTSEngine.Controllers.GameplayController

상속: IDisposable
파일 보기 프로젝트 열기: RegrowthStudios/VoxelRTS 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
pathfinder RTSEngine.Algorithms.Pathfinder

공개 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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

메소드 상세

BeginPlaying() 공개 메소드

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

Dispose() 공개 메소드

public Dispose ( ) : void
리턴 void

GameplayController() 공개 메소드

public GameplayController ( ) : System
리턴 System

Init() 공개 메소드

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

IsBuildingDead() 공개 정적인 메소드

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

IsEntityDead() 공개 정적인 메소드

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

IsUnitDead() 공개 정적인 메소드

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

OnDevCommand() 공개 메소드

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

Update() 공개 메소드

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

프로퍼티 상세

pathfinder 공개적으로 프로퍼티

public Pathfinder,RTSEngine.Algorithms pathfinder
리턴 RTSEngine.Algorithms.Pathfinder