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Class UnitManager

Hierarchy

  • UnitManager

Index

Constructors

constructor

Properties

allyGroup

allyGroup: Group

enemy

enemy: Set<Mob>

enemyGroup

enemyGroup: Group

isDown

isDown: boolean

isDragging

isDragging: boolean

name

name: string

origin

origin: Vector2

player

player: Set<Mob>

playerGroup

playerGroup: Group

playerRotation

playerRotation: number

rectOrigin

rectOrigin: Vector2

rectTarget

rectTarget: Vector2

renderContainer

renderContainer: Container

renderRect

renderRect: Rectangle

rotateKey

rotateKey: Key

selectedPlayerCount

selectedPlayerCount: number

selectingRect

selectingRect: Rectangle

sparseKey

sparseKey: Key

thirdGroup

thirdGroup: Group

timeCounter

timeCounter: number

Static Private instance

instance: UnitManager

Methods

_getUnitList

  • _getUnitList(targetSet: Set<Mob>, sortMethod: mRTypes.CompareFunc<Mob>, availableTest: mRTypes.FilterFunc<Mob>, containsDead?: boolean): Mob[]

addEnemy

  • addEnemy(enemy: Mob): void

addPlayer

  • addPlayer(player: Mob): void

getEnemyList

  • getEnemyList(sortMethod: mRTypes.CompareFunc<Mob>, availableTest: mRTypes.FilterFunc<Mob>): Mob[]

getNearest

  • getNearest(position: Vector2, isPlayer?: boolean, count?: integer): Mob[]

getNearestUnitAll

  • getNearestUnitAll(position: Vector2, count?: number): Mob[]

getPlayerList

  • getPlayerList(sortMethod: mRTypes.CompareFunc<Mob>, availableTest: mRTypes.FilterFunc<Mob>, containsDead?: boolean): Mob[]

getPlayerListWithDead

  • getPlayerListWithDead(sortMethod: mRTypes.CompareFunc<Mob>, availableTest: mRTypes.FilterFunc<Mob>): Mob[]

getUnitList

  • getUnitList(sortMethod: mRTypes.CompareFunc<Mob>, availableTest: mRTypes.FilterFunc<Mob>, isPlayer?: boolean): Mob[]

getUnitListAll

  • getUnitListAll(sortMethod: mRTypes.CompareFunc<Mob>, availableTest: mRTypes.FilterFunc<Mob>): Mob[]

isMouseLeft

  • isMouseLeft(pointer: any): boolean

isMouseMiddle

  • isMouseMiddle(pointer: any): boolean

isMouseRight

  • isMouseRight(pointer: any): boolean

pointerDown

  • pointerDown(pointer: any): boolean

pointerLeave

  • pointerLeave(pointer: any): boolean

pointerMove

  • pointerMove(pointer: any): void

pointerUp

  • pointerUp(pointer: any): boolean

removeEnemy

  • removeEnemy(enemy: Mob): void

removePlayer

  • removePlayer(player: Mob): void

update

  • update(dt: number): void

Static IDENTITY

  • IDENTITY(a: Mob, b: Mob): number

Static NOOP

  • NOOP(a: Mob): true

Static getCurrent

Static resetScene

  • resetScene(scene: Scene): void

Static sortByHealth

  • sortByHealth(a: Mob, b: Mob): number

Static sortByHealthPercentage

  • sortByHealthPercentage(a: Mob, b: Mob): number

Static sortNearest

  • sortNearest(position: Vector2): mRTypes.CompareFunc<Mob>

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