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Globals
Core
UnitManager
Class UnitManager
Hierarchy
UnitManager
Index
Constructors
constructor
Properties
ally
Group
enemy
enemy
Group
is
Down
is
Dragging
name
origin
player
player
Group
player
Rotation
rect
Origin
rect
Target
render
Container
render
Rect
rotate
Key
selected
Player
Count
selecting
Rect
sparse
Key
third
Group
time
Counter
instance
Methods
_get
Unit
List
add
Enemy
add
Player
get
Enemy
List
get
Nearest
get
Nearest
Unit
All
get
Player
List
get
Player
List
With
Dead
get
Unit
List
get
Unit
List
All
is
Mouse
Left
is
Mouse
Middle
is
Mouse
Right
pointer
Down
pointer
Leave
pointer
Move
pointer
Up
remove
Enemy
remove
Player
update
IDENTITY
NOOP
get
Current
reset
Scene
sort
ByHealth
sort
ByHealth
Percentage
sort
Nearest
Constructors
constructor
new
Unit
Manager
(
scene
:
Scene
)
:
UnitManager
Parameters
scene:
Scene
Returns
UnitManager
Properties
ally
Group
ally
Group
:
Group
enemy
enemy
:
Set
<
Mob
>
enemy
Group
enemy
Group
:
Group
is
Down
is
Down
:
boolean
is
Dragging
is
Dragging
:
boolean
name
name
:
string
origin
origin
:
Vector2
player
player
:
Set
<
Mob
>
player
Group
player
Group
:
Group
player
Rotation
player
Rotation
:
number
rect
Origin
rect
Origin
:
Vector2
rect
Target
rect
Target
:
Vector2
render
Container
render
Container
:
Container
render
Rect
render
Rect
:
Rectangle
rotate
Key
rotate
Key
:
Key
selected
Player
Count
selected
Player
Count
:
number
selecting
Rect
selecting
Rect
:
Rectangle
sparse
Key
sparse
Key
:
Key
third
Group
third
Group
:
Group
time
Counter
time
Counter
:
number
Static
Private
instance
instance
:
UnitManager
Methods
_get
Unit
List
_get
Unit
List
(
targetSet
:
Set
<
Mob
>
, sortMethod
:
mRTypes.CompareFunc
<
Mob
>
, availableTest
:
mRTypes.FilterFunc
<
Mob
>
, containsDead
?:
boolean
)
:
Mob
[]
Parameters
targetSet:
Set
<
Mob
>
sortMethod:
mRTypes.CompareFunc
<
Mob
>
availableTest:
mRTypes.FilterFunc
<
Mob
>
Default value
containsDead:
boolean
= false
Returns
Mob
[]
add
Enemy
add
Enemy
(
enemy
:
Mob
)
:
void
Parameters
enemy:
Mob
Returns
void
add
Player
add
Player
(
player
:
Mob
)
:
void
Parameters
player:
Mob
Returns
void
get
Enemy
List
get
Enemy
List
(
sortMethod
:
mRTypes.CompareFunc
<
Mob
>
, availableTest
:
mRTypes.FilterFunc
<
Mob
>
)
:
Mob
[]
Parameters
sortMethod:
mRTypes.CompareFunc
<
Mob
>
availableTest:
mRTypes.FilterFunc
<
Mob
>
Returns
Mob
[]
get
Nearest
get
Nearest
(
position
:
Vector2
, isPlayer
?:
boolean
, count
?:
integer
)
:
Mob
[]
Parameters
position:
Vector2
Default value
isPlayer:
boolean
= false
Default value
count:
integer
= 1
Returns
Mob
[]
get
Nearest
Unit
All
get
Nearest
Unit
All
(
position
:
Vector2
, count
?:
number
)
:
Mob
[]
Parameters
position:
Vector2
Default value
count:
number
= 1
Returns
Mob
[]
get
Player
List
get
Player
List
(
sortMethod
:
mRTypes.CompareFunc
<
Mob
>
, availableTest
:
mRTypes.FilterFunc
<
Mob
>
, containsDead
?:
boolean
)
:
Mob
[]
Parameters
sortMethod:
mRTypes.CompareFunc
<
Mob
>
availableTest:
mRTypes.FilterFunc
<
Mob
>
Default value
containsDead:
boolean
= false
Returns
Mob
[]
get
Player
List
With
Dead
get
Player
List
With
Dead
(
sortMethod
:
mRTypes.CompareFunc
<
Mob
>
, availableTest
:
mRTypes.FilterFunc
<
Mob
>
)
:
Mob
[]
Parameters
sortMethod:
mRTypes.CompareFunc
<
Mob
>
availableTest:
mRTypes.FilterFunc
<
Mob
>
Returns
Mob
[]
get
Unit
List
get
Unit
List
(
sortMethod
:
mRTypes.CompareFunc
<
Mob
>
, availableTest
:
mRTypes.FilterFunc
<
Mob
>
, isPlayer
?:
boolean
)
:
Mob
[]
Parameters
sortMethod:
mRTypes.CompareFunc
<
Mob
>
availableTest:
mRTypes.FilterFunc
<
Mob
>
Default value
isPlayer:
boolean
= false
Returns
Mob
[]
get
Unit
List
All
get
Unit
List
All
(
sortMethod
:
mRTypes.CompareFunc
<
Mob
>
, availableTest
:
mRTypes.FilterFunc
<
Mob
>
)
:
Mob
[]
Parameters
sortMethod:
mRTypes.CompareFunc
<
Mob
>
availableTest:
mRTypes.FilterFunc
<
Mob
>
Returns
Mob
[]
is
Mouse
Left
is
Mouse
Left
(
pointer
:
any
)
:
boolean
Parameters
pointer:
any
Returns
boolean
is
Mouse
Middle
is
Mouse
Middle
(
pointer
:
any
)
:
boolean
Parameters
pointer:
any
Returns
boolean
is
Mouse
Right
is
Mouse
Right
(
pointer
:
any
)
:
boolean
Parameters
pointer:
any
Returns
boolean
pointer
Down
pointer
Down
(
pointer
:
any
)
:
boolean
Parameters
pointer:
any
Returns
boolean
pointer
Leave
pointer
Leave
(
pointer
:
any
)
:
boolean
Parameters
pointer:
any
Returns
boolean
pointer
Move
pointer
Move
(
pointer
:
any
)
:
void
Parameters
pointer:
any
Returns
void
pointer
Up
pointer
Up
(
pointer
:
any
)
:
boolean
Parameters
pointer:
any
Returns
boolean
remove
Enemy
remove
Enemy
(
enemy
:
Mob
)
:
void
Parameters
enemy:
Mob
Returns
void
remove
Player
remove
Player
(
player
:
Mob
)
:
void
Parameters
player:
Mob
Returns
void
update
update
(
dt
:
number
)
:
void
Parameters
dt:
number
Returns
void
Static
IDENTITY
IDENTITY
(
a
:
Mob
, b
:
Mob
)
:
number
Parameters
a:
Mob
b:
Mob
Returns
number
Static
NOOP
NOOP
(
a
:
Mob
)
:
true
Parameters
a:
Mob
Returns
true
Static
get
Current
get
Current
(
)
:
UnitManager
Returns
UnitManager
Static
reset
Scene
reset
Scene
(
scene
:
Scene
)
:
void
Parameters
scene:
Scene
Returns
void
Static
sort
ByHealth
sort
ByHealth
(
a
:
Mob
, b
:
Mob
)
:
number
Parameters
a:
Mob
b:
Mob
Returns
number
Static
sort
ByHealth
Percentage
sort
ByHealth
Percentage
(
a
:
Mob
, b
:
Mob
)
:
number
Parameters
a:
Mob
b:
Mob
Returns
number
Static
sort
Nearest
sort
Nearest
(
position
:
Vector2
)
:
mRTypes.CompareFunc
<
Mob
>
Parameters
position:
Vector2
Returns
mRTypes.CompareFunc
<
Mob
>
Globals
Agent
Agents
Battle
Scene
Buffs
Core
Dynamic
Loader
Events
Game
Entity
Game
Objects
Game
Scene
Lists
Mobs
Scene
Prototypes
Spell
Datas
Struct
UI
Weapons
src/
Engine/
Core
src/
Spell
Data
Equip
Slots
Equipment
Tag
Equipment
Type
Mob
Listener
Type
Weapon
Sub
Type
Weapon
Type
Accessory
Armor
Battle
Monitor
Buff
Data
Backend
Equipable
Inventory
Item
Manager
Mob
Data
Mob
Listener
Object
Populator
Spell
Data
Unit
Manager
constructor
ally
Group
enemy
enemy
Group
is
Down
is
Dragging
name
origin
player
player
Group
player
Rotation
rect
Origin
rect
Target
render
Container
render
Rect
rotate
Key
selected
Player
Count
selecting
Rect
sparse
Key
third
Group
time
Counter
instance
_get
Unit
List
add
Enemy
add
Player
get
Enemy
List
get
Nearest
get
Nearest
Unit
All
get
Player
List
get
Player
List
With
Dead
get
Unit
List
get
Unit
List
All
is
Mouse
Left
is
Mouse
Middle
is
Mouse
Right
pointer
Down
pointer
Leave
pointer
Move
pointer
Up
remove
Enemy
remove
Player
update
IDENTITY
NOOP
get
Current
reset
Scene
sort
ByHealth
sort
ByHealth
Percentage
sort
Nearest
Weapon
Item
AoECBm
AoECBml
AoECBmli
AoE
Color
ToStr
Heal
Dmg
get
Random
Float
get
Random
Int
radian
reverse
Target
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