Package com.prineside.tdi2.towers
Class GaussTower
java.lang.Object
com.prineside.tdi2.Registrable
com.prineside.tdi2.Building
com.prineside.tdi2.Tower
com.prineside.tdi2.towers.GaussTower
- All Implemented Interfaces:
 com.badlogic.gdx.utils.Disposable,com.esotericsoftware.kryo.KryoSerializable,ScheduledUpdater.Updatable
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Nested Class Summary
Nested ClassesModifier and TypeClassDescriptionstatic classstatic classNested classes/interfaces inherited from class com.prineside.tdi2.Tower
Tower.AbilityConfig, Tower.AimStrategy, Tower.Factory<T extends Tower>, Tower.FindEnemyFilter - 
Field Summary
Fields inherited from class com.prineside.tdi2.Tower
ABILITIES_COUNT, ABILITY_INDEX_POWERFUL, ABILITY_INDEX_SPECIAL, ABILITY_INDEX_ULTIMATE, ABILITY_NAMES, abilityAvailableParticleEffect, aimStrategy, angle, attackDisabled, bonusCoinsBrought, bountyModifiersNearby, currentLevelExperience, damageGiven, DPS_STAT_INTERVAL, DPS_STAT_SLOTS, dpsDamage, dpsTime, enemiesKilled, experience, experienceGeneration, experienceMultiplier, id, installedAbilities, LEVEL_EXPERIENCE, LEVEL_EXPERIENCE_MILESTONES, MAX_LEVEL, MAX_UPGRADE_LEVEL, mdps, minRangeInPixels, moneySpentOn, nextLevelExperience, outOfOrder, rangeInPixels, rangeInPixelsSqr, searchEnemiesHelper, SHADOW_COLOR, shotCount, typeFields inherited from class com.prineside.tdi2.Building
buildingTypeFields inherited from class com.prineside.tdi2.Registrable
S - 
Method Summary
Modifier and TypeMethodDescriptionvoidaddExperience(float exp) voidattack(int shotsCount) booleancanAim()booleanvoidcustomButtonAction(int x, int y) voiddrawBase(com.badlogic.gdx.graphics.g2d.SpriteCache spriteCache, int x, int y, MapRenderingSystem.DrawMode drawMode) voiddrawBatch(com.badlogic.gdx.graphics.g2d.Batch batch, float deltaTime) voiddrawBatchAdditive(com.badlogic.gdx.graphics.g2d.Batch batch, float deltaTime) voiddrawWeapon(com.badlogic.gdx.graphics.g2d.Batch batch, float x, float y, float size, float deltaTime) voidfillTowerMenu(com.badlogic.gdx.scenes.scene2d.Group container, com.badlogic.gdx.utils.ObjectMap<String, Object> elements) Добавить / обновить элементы в меню башни Вызывается каждый кадр, когда видно меню башни elements сохраняется между вызовами метода, чтобы не создавать актеров заново.floatfloatgetRange()floatgetStat(TowerStatType towerStatType) com.badlogic.gdx.utils.Array<TextureRegionConfig>booleanТолько если canAim = falsebooleanvoidread(com.esotericsoftware.kryo.Kryo kryo, com.esotericsoftware.kryo.io.Input input) voidvoidupdate(float deltaTime) voidОбновляет кэш текущих характеристик башни Так как характеристики обновляются, одновременно обновляется массив тайлов в радиусе пораженияvoidupdateCustomButton(ComplexButton complexButton, boolean isPointing) voidwrite(com.esotericsoftware.kryo.Kryo kryo, com.esotericsoftware.kryo.io.Output output) Methods inherited from class com.prineside.tdi2.Tower
applyDrawInterpolation, canAbilityBeInstalled, canAttackEnemy, canNewAbilityBeInstalled, cloneBuilding, dispose, drawGlitch, drawHoveredRange, drawSelectedRange, findTarget, findTarget, getCachedStatBuffed, getEnemyPriority, getExpLevelStatBonusPercentage, getLevel, getLevelForExperience, getMaxTowerLevel, getMaxUpgradeLevel, getMinRange, getPowerCombinedMultiplier, getScheduledUpdateInterval, getSellPrice, getStartingLevel, getStatBuffed, getStatCacheState, getTarget, getUniqueStatDescription, getUpgradeLevel, isAbilityInstalled, isOutOfOrder, isSellFullRefundStillActive, isStatAffectedByPower, loadFromJson, onAbilitySet, onPreSell, placedOnMap, registerNearbyModifier, removedFromMap, rotateTo, rotateTo, scheduledUpdatableGetId, scheduledUpdatableSetId, scheduledUpdate, setAimStrategy, setExperience, setRegistered, setTarget, setTile, setUpgradeLevel, shouldSearchForTarget, toJson, traverseTilesInRange, unregisterNearbyModifier, upgrade, upgradeMethods inherited from class com.prineside.tdi2.Registrable
isRegistered 
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Method Details
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write
public void write(com.esotericsoftware.kryo.Kryo kryo, com.esotericsoftware.kryo.io.Output output)  - 
read
public void read(com.esotericsoftware.kryo.Kryo kryo, com.esotericsoftware.kryo.io.Input input)  - 
setUnregistered
public void setUnregistered()- Overrides:
 setUnregisteredin classTower
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getWeaponTextures
- Specified by:
 getWeaponTexturesin classTower
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canAim
public boolean canAim() - 
canAttack
public boolean canAttack() - 
getAttackDelay
public float getAttackDelay()- Overrides:
 getAttackDelayin classTower
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attack
public void attack(int shotsCount)  - 
addExperience
public void addExperience(float exp) - Overrides:
 addExperiencein classTower
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getRange
public float getRange() - 
getStat
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updateCache
public void updateCache()Description copied from class:TowerОбновляет кэш текущих характеристик башни Так как характеристики обновляются, одновременно обновляется массив тайлов в радиусе поражения- Overrides:
 updateCachein classTower
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drawWeapon
public void drawWeapon(com.badlogic.gdx.graphics.g2d.Batch batch, float x, float y, float size, float deltaTime) - Overrides:
 drawWeaponin classTower
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drawBase
public void drawBase(com.badlogic.gdx.graphics.g2d.SpriteCache spriteCache, int x, int y, MapRenderingSystem.DrawMode drawMode)  - 
update
public void update(float deltaTime)  - 
drawBatch
public void drawBatch(com.badlogic.gdx.graphics.g2d.Batch batch, float deltaTime)  - 
drawBatchAdditive
public void drawBatchAdditive(com.badlogic.gdx.graphics.g2d.Batch batch, float deltaTime) - Overrides:
 drawBatchAdditivein classTower
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hasCustomButton
public boolean hasCustomButton()Description copied from class:TowerТолько если canAim = false- Overrides:
 hasCustomButtonin classTower
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isCustomButtonNeedMapPoint
public boolean isCustomButtonNeedMapPoint()- Overrides:
 isCustomButtonNeedMapPointin classTower
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customButtonAction
public void customButtonAction(int x, int y) - Overrides:
 customButtonActionin classTower
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updateCustomButton
- Overrides:
 updateCustomButtonin classTower
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fillTowerMenu
public void fillTowerMenu(com.badlogic.gdx.scenes.scene2d.Group container, com.badlogic.gdx.utils.ObjectMap<String, Object> elements) Description copied from class:TowerДобавить / обновить элементы в меню башни Вызывается каждый кадр, когда видно меню башни elements сохраняется между вызовами метода, чтобы не создавать актеров заново. Если он пустой - значит, вызвали первый раз и надо создать Можно не обновлять ничего, если состояние устраивает (можно хранить любые данные в elements, например хэш состояния или предыдущие значения)- Overrides:
 fillTowerMenuin classTower
 
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