C# 클래스 SunsetHigh.Hero

Hero extends from Character, and is used for the main character
상속: Character
파일 보기 프로젝트 열기: ErraticUnicorn/MOSH 1 사용 예제들

공개 메소드들

메소드 설명
converse ( Character c ) : void
dialogueCancel ( ) : void
dialogueChoiceMove ( Direction dir ) : void
dialogueConfirm ( ) : void
draw ( SpriteBatch sb ) : void
getFollowerID ( ) : PersonID
getHealth ( ) : int
getReputation ( Clique clique ) : int
getSaveStructure ( ) : HeroSave

Used for saving purposes

hasFollower ( ) : bool
isPickpocketing ( ) : bool
isTalking ( ) : bool
loadContent ( Microsoft.Xna.Framework.Content.ContentManager content ) : void
loadSaveStructure ( HeroSave data ) : void

Used for loading purposes

move ( Direction dir, float elapsed, bool collide = true ) : bool
reset ( ) : void
setFollower ( PersonID follower ) : void
setHealth ( int health ) : void
setHealthBarVisible ( bool visible ) : void
setReputation ( Clique clique, int repPoints ) : void
shiftHealth ( int dhp ) : void
shiftReputation ( Clique clique, int repPoints ) : void
shoot ( ) : void

Causes the Hero to create a projectile and fire it in the direction he is facing; Hero is then responsible for updating and drawing this projectile

startPickpocket ( Character character ) : void

Begins the pickpocketing minigame with the given character as the target

stopFollower ( ) : void
stopPickpocket ( ) : System.Item

Stops the pickpocketing minigame and checks for success. If successful, an Item is returned; if not, Item.Nothing is returned

talkToSelf ( ) : void
update ( float elapsed ) : void

비공개 메소드들

메소드 설명
Hero ( ) : System

Initializes a Hero at the origin which will match the dimensions of its texture (when loaded)

Hero ( int x, int y ) : System

Initalizes a Hero at the given positon which will match the dimensions of its texture (when loaded)

Hero ( int x, int y, int w, int h ) : System

Initializes a Hero at the given position with the given dimensions

heroBulletCollideEvent ( IInteractable collider ) : void

메소드 상세

converse() 공개 메소드

public converse ( Character c ) : void
c Character
리턴 void

dialogueCancel() 공개 메소드

public dialogueCancel ( ) : void
리턴 void

dialogueChoiceMove() 공개 메소드

public dialogueChoiceMove ( Direction dir ) : void
dir Direction
리턴 void

dialogueConfirm() 공개 메소드

public dialogueConfirm ( ) : void
리턴 void

draw() 공개 메소드

public draw ( SpriteBatch sb ) : void
sb Microsoft.Xna.Framework.Graphics.SpriteBatch
리턴 void

getFollowerID() 공개 메소드

public getFollowerID ( ) : PersonID
리턴 PersonID

getHealth() 공개 메소드

public getHealth ( ) : int
리턴 int

getReputation() 공개 메소드

public getReputation ( Clique clique ) : int
clique Clique
리턴 int

getSaveStructure() 공개 메소드

Used for saving purposes
public getSaveStructure ( ) : HeroSave
리턴 HeroSave

hasFollower() 공개 메소드

public hasFollower ( ) : bool
리턴 bool

isPickpocketing() 공개 메소드

public isPickpocketing ( ) : bool
리턴 bool

isTalking() 공개 메소드

public isTalking ( ) : bool
리턴 bool

loadContent() 공개 메소드

public loadContent ( Microsoft.Xna.Framework.Content.ContentManager content ) : void
content Microsoft.Xna.Framework.Content.ContentManager
리턴 void

loadSaveStructure() 공개 메소드

Used for loading purposes
public loadSaveStructure ( HeroSave data ) : void
data HeroSave The save data for the Hero
리턴 void

move() 공개 메소드

public move ( Direction dir, float elapsed, bool collide = true ) : bool
dir Direction
elapsed float
collide bool
리턴 bool

reset() 공개 메소드

public reset ( ) : void
리턴 void

setFollower() 공개 메소드

public setFollower ( PersonID follower ) : void
follower PersonID
리턴 void

setHealth() 공개 메소드

public setHealth ( int health ) : void
health int
리턴 void

setHealthBarVisible() 공개 메소드

public setHealthBarVisible ( bool visible ) : void
visible bool
리턴 void

setReputation() 공개 메소드

public setReputation ( Clique clique, int repPoints ) : void
clique Clique
repPoints int
리턴 void

shiftHealth() 공개 메소드

public shiftHealth ( int dhp ) : void
dhp int
리턴 void

shiftReputation() 공개 메소드

public shiftReputation ( Clique clique, int repPoints ) : void
clique Clique
repPoints int
리턴 void

shoot() 공개 메소드

Causes the Hero to create a projectile and fire it in the direction he is facing; Hero is then responsible for updating and drawing this projectile
public shoot ( ) : void
리턴 void

startPickpocket() 공개 메소드

Begins the pickpocketing minigame with the given character as the target
public startPickpocket ( Character character ) : void
character Character The targeted Character
리턴 void

stopFollower() 공개 메소드

public stopFollower ( ) : void
리턴 void

stopPickpocket() 공개 메소드

Stops the pickpocketing minigame and checks for success. If successful, an Item is returned; if not, Item.Nothing is returned
public stopPickpocket ( ) : System.Item
리턴 System.Item

talkToSelf() 공개 메소드

public talkToSelf ( ) : void
리턴 void

update() 공개 메소드

public update ( float elapsed ) : void
elapsed float
리턴 void