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| bool | CanBeCapturedBy (int attackerFaction) |
| | Whether this object can be captured by the specified faction. More...
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| bool | CanBeCapturedBy (int unitFaction, int attackerFaction, float control=1f) |
| | Whether something belonging to one faction can be captured by another. More...
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| void | GetContestedLeader (out int faction, out float amount) |
| | Determine the faction that's trying to capture the objective and how far along it is. More...
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| virtual void | MarkAsCaptured (int fid, bool notifyOthers) |
| | Mark the capturable objective as captured by the specified faction. Should only be called on the host. More...
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| abstract bool | IsClose (GameUnit unit) |
| | Whether the specified unit is close enough to be eligible. More...
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| virtual void | DestroySelf () |
| | Destroy this game object. More...
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| bool Capturable.CanBeCapturedBy |
( |
int |
attackerFaction | ) |
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Whether this object can be captured by the specified faction.
| bool Capturable.CanBeCapturedBy |
( |
int |
unitFaction, |
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int |
attackerFaction, |
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float |
control = 1f |
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) |
| |
Whether something belonging to one faction can be captured by another.
| void Capturable.CaptureMsg |
( |
int |
before | ) |
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protected |
| void Capturable.GetContestedLeader |
( |
out int |
faction, |
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out float |
amount |
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) |
| |
Determine the faction that's trying to capture the objective and how far along it is.
| abstract bool Capturable.IsClose |
( |
GameUnit |
unit | ) |
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pure virtual |
| virtual void Capturable.MarkAsCaptured |
( |
int |
fid, |
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bool |
notifyOthers |
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) |
| |
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virtual |
Mark the capturable objective as captured by the specified faction. Should only be called on the host.
| virtual void Capturable.OnCapture |
( |
int |
previousFaction, |
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bool |
isPlayerClose |
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) |
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protectedvirtual |
Function called when the unit gets captured.
Reimplemented in CapturableTown.
| void Capturable.OnCaptureTick |
( |
float[] |
control, |
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bool |
audio |
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) |
| |
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protected |
| virtual void Capturable.OnTick |
( |
bool |
isPlayerClose | ) |
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protectedvirtual |
Single tick of the capture process.
| virtual void Capturable.Start |
( |
| ) |
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protectedvirtual |
| void Capturable.UpdateTarget |
( |
| ) |
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protected |
Update the visible target's progress indicator (capture percentage).
| int Capturable.expOnCapture = 20 |
How much experience to award when captured.
| float [] Capturable.mControl = null |
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protected |
| int [] Capturable.mUnitCount = null |
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protected |
| virtual bool Capturable.canBeCaptured |
|
get |
Whether the unit can actuall be captured right now by anyone.
How well the capturable object is being held by its faction.
| virtual int Capturable.secondsToCapture |
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get |
Rate at which the unit will gain cap
| virtual int Capturable.secondsToRecover |
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get |
How long it takes the unit to recover control without any assistance.
Target indicator, if one is currently visible.
The documentation for this class was generated from the following file: