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Class Simple

Hierarchy

Implements

Index

Constructors

constructor

Events

onSwitchWeapon

onUpdate

  • onUpdate(mob: MobData, dt: number): void

Properties

OOMwarned

OOMwarned: boolean = false

UID

UID: number

autoMove

autoMove: boolean

cooldown

cooldown: number

cooldownMax

cooldownMax: number

enabled

enabled: boolean = true

footPos

footPos: Vector2

idleCount

idleCount: number = 0

idleFrames

idleFrames: number = 10

isMoving

isMoving: boolean

isOver

isOver: boolean = false

isReady

isReady: boolean

listenRecord

listenRecord: Set<ListenRecord> = new Collections.Set<ListenRecord>()

parentMob

parentMob: MobData

parentSystem

parentSystem: EventSystem

priority

priority: number

speedFriction

speedFriction: number = 0.9

targetMob

targetMob: Mob

targetPos

targetPos: Vector2

type

unitMgr

unitMgr: UnitManager

Methods

_beAdded

_beRemoved

discard

  • discard(): void

discardEmitter

  • discardEmitter(): void

discardReceiver

  • discardReceiver(): void

emit

  • emit(evt: String, resCallback: (res: any) => void, ...args: any[]): number

emitArray

  • emitArray(evt: String, resCallback: (res: any) => void, args: any[]): number

focus

isReadyWrapper

  • isReadyWrapper(func: (...args: any[]) => any): (...args: any[]) => any

listen

onAdded

onAfterAttack

  • onAfterAttack(mob: MobData): void

onAfterSpecialAttack

  • onAfterSpecialAttack(mob: MobData): void

onAttack

onBaseStatCalculation

  • onBaseStatCalculation(mob: MobData): void

onCreate

  • onCreate(mob: Mob, scene: Scene): void

onDealDamage

onDealDamageFinal

  • onDealDamageFinal(damageInfo: DamageHeal): boolean

onDealHeal

onDealHealFinal

onDeath

onFrontEndDestroy

  • onFrontEndDestroy(mob: Mob, scene: Scene): void

onFrontEndUpdate

  • onFrontEndUpdate(mob: Mob, dt: number): void

onKill

onReceiveDamage

  • onReceiveDamage(damageInfo: DamageHeal): boolean

onReceiveDamageFinal

  • onReceiveDamageFinal(damageInfo: DamageHeal): boolean

onReceiveHeal

onReceiveHealFinal

  • onReceiveHealFinal(healInfo: DamageHeal): boolean

onRemoved

onRender

  • onRender(mob: Mob, scene: Scene): void

onSpecialAttack

  • onSpecialAttack(mob: MobData): void

onStatCalculation

  • onStatCalculation(mob: MobData): void

onStatCalculationFinish

  • onStatCalculationFinish(mob: MobData): void

setTargetMob

  • setTargetMob(player: Mob, mob: Mob, dt: number): void

setTargetPos

  • setTargetPos(player: Mob, position: Vector2): void

toString

  • toString(): string

unfocus

unlisten

unlistenAll

update

  • update(self: MobData, dt: number): void

updateMob

  • updateMob(player: Mob, dt: number): void

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