C# Class Ensage.Common.Objects.UtilityObjects.AttackAnimationTracker

The attack animation tracker.
显示文件 Open project: EnsageSharp/Ensage.Common

Private Properties

Property Type Description
Entity_OnInt32PropertyChange void

Public Methods

Method Description
AttackEnd ( ) : void

The attack end.

AttackOrder ( ) : void

Informs attack animation tracker that the attack order was sent

AttackStart ( ) : void

The attack start.

CanAttack ( Unit target = null, float bonusWindupMs ) : bool

The can attack.

CanCancelAttack ( float delay = 0f ) : bool

The can cancel attack.

IsAttackOnCoolDown ( Unit target = null, float bonusWindupMs ) : bool

The is attack on cool down.

Protected Methods

Method Description
AttackAnimationTracker ( Unit unit ) : System

Initializes a new instance of the AttackAnimationTracker class.

Private Methods

Method Description
Entity_OnInt32PropertyChange ( System.Entity sender, Int32PropertyChangeEventArgs args ) : void

The entity_ on int 32 property change.

Method Details

AttackAnimationTracker() protected method

Initializes a new instance of the AttackAnimationTracker class.
protected AttackAnimationTracker ( Unit unit ) : System
unit Unit /// The unit. ///
return System

AttackEnd() public method

The attack end.
public AttackEnd ( ) : void
return void

AttackOrder() public method

Informs attack animation tracker that the attack order was sent
public AttackOrder ( ) : void
return void

AttackStart() public method

The attack start.
public AttackStart ( ) : void
return void

CanAttack() public method

The can attack.
public CanAttack ( Unit target = null, float bonusWindupMs ) : bool
target Unit /// The target. ///
bonusWindupMs float /// The bonus windup milliseconds. ///
return bool

CanCancelAttack() public method

The can cancel attack.
public CanCancelAttack ( float delay = 0f ) : bool
delay float /// The delay. ///
return bool

IsAttackOnCoolDown() public method

The is attack on cool down.
public IsAttackOnCoolDown ( Unit target = null, float bonusWindupMs ) : bool
target Unit /// The target. ///
bonusWindupMs float /// The bonus windup milliseconds. ///
return bool