#include <controller.h>
Public Member Functions | |
Controller (game::base::GameObject *owner) | |
virtual | ~Controller () |
virtual action::time::TimeElapsed | Act () |
action::time::TimeElapsed | Cast (const std::string &skill, const action::skill::GameTargets &targets) |
action::time::TimeElapsed | Cast (const std::string &skill, const ugdk::math::Integer2D &target) |
action::time::TimeElapsed | Cast (const std::string &skill, base::GameObject *target) |
action::time::TimeElapsed | Cast (const std::string &skill) |
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ComponentBase (game::base::GameObject *owner) | |
~ComponentBase () | |
Additional Inherited Members | |
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game::base::GameObject * | owner_ |
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inline |
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inlinevirtual |
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virtual |
Reimplemented in game::component::ControllerAi, game::component::ControllerPlayer, and game::component::ControllerIdle.
action::time::TimeElapsed game::component::Controller::Cast | ( | const std::string & | skill, |
const action::skill::GameTargets & | targets | ||
) |
action::time::TimeElapsed game::component::Controller::Cast | ( | const std::string & | skill, |
const ugdk::math::Integer2D & | target | ||
) |
action::time::TimeElapsed game::component::Controller::Cast | ( | const std::string & | skill, |
base::GameObject * | target | ||
) |
action::time::TimeElapsed game::component::Controller::Cast | ( | const std::string & | skill | ) |