Package com.prineside.tdi2.towers
Class MultishotTower
java.lang.Object
com.prineside.tdi2.Registrable
com.prineside.tdi2.Building
com.prineside.tdi2.Tower
com.prineside.tdi2.towers.MultishotTower
- All Implemented Interfaces:
KryoSerializable
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Nested Class Summary
Nested ClassesNested classes/interfaces inherited from class com.prineside.tdi2.Tower
Tower.AbilityConfig, Tower.AimStrategy, Tower.Factory<T extends Tower>, Tower.FindEnemyFilter -
Field Summary
FieldsModifier and TypeFieldDescriptionstatic final String[]static final intstatic final intstatic final intintFields inherited from class com.prineside.tdi2.Tower
ABILITIES_COUNT, ABILITY_INDEX_POWERFUL, ABILITY_INDEX_SPECIAL, ABILITY_INDEX_ULTIMATE, ABILITY_NAMES, abilityAvailableParticleEffect, affectedByLoopAbility, aimStrategy, angle, attackDisabled, bonusCoinsBrought, bountyModifiersNearby, currentLevelExperience, damageGiven, DPS_STAT_INTERVAL, DPS_STAT_SLOTS, dpsDamage, dpsTime, enemiesKilled, experience, experienceGeneration, experienceMultiplier, id, installedAbilities, level, LEVEL_EXPERIENCE, LEVEL_EXPERIENCE_MILESTONES, loopAbilityDamageBuffer, MAX_LEVEL, MAX_UPGRADE_LEVEL, mdps, minRangeInPixels, moneySpentOn, nextLevelExperience, outOfOrder, powerBonuses, rangeInPixels, SHADOW_COLOR, shotCount, typeFields inherited from class com.prineside.tdi2.Building
buildingTypeFields inherited from class com.prineside.tdi2.Registrable
S -
Method Summary
Modifier and TypeMethodDescriptionvoidattack(int shotsCount) floatcalculateStat(TowerStatType towerStatType) booleancanAim()booleanvoidfillTowerMenu(Group container, 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.floatvoidbooleanvoidupdate(float deltaTime) voidMethods inherited from class com.prineside.tdi2.Tower
addExperience, applyDrawInterpolation, calculateXpLevel, canAbilityBeInstalled, canAttackEnemy, canNewAbilityBeInstalled, cloneBuilding, customButtonAction, dispose, drawAbilitiesToCache, drawBase, drawBatch, drawBatchAdditive, drawGlitch, drawHoveredRange, drawSelectedRange, drawWeapon, findTarget, findTargetFiltered, getAttackDelay, getEnemyPriority, getExpLevelStatBonusPercentage, getLevel, getLevelExperienceMilestone, getLevelForExperience, getLevelForExperienceFast, getMaxTowerLevel, getMaxUpgradeLevel, getMinRange, getPowerCombinedMultiplier, getRange, getSellPrice, getStartingLevel, getStartingPwr, getStat, getTarget, getUniqueStatDescription, getUpgradeLevel, getWalkCost, hasCustomButton, isAbilityInstalled, isCustomButtonNeedMapPoint, isOutOfOrder, isSellFullRefundStillActive, isStatAffectedByPower, loadFromJson, onAbilitySet, onPreSell, placedOnMap, removedFromMap, rotateAtPoint, rotateToAngle, sameAs, setAimStrategy, setExperience, setLevel, setRegistered, setTarget, setUnregistered, setUpgradeLevel, toJson, updateCache, updateCustomButton, upgrade, upgradeToLevelMethods inherited from class com.prineside.tdi2.Registrable
isRegistered
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Field Details
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ABILITY_PENETRATING_BULLETS
public static final int ABILITY_PENETRATING_BULLETS- See Also:
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ABILITY_BUCKSHOT
public static final int ABILITY_BUCKSHOT- See Also:
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ABILITY_COMPACT_WEAPONS
public static final int ABILITY_COMPACT_WEAPONS- See Also:
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ABILITY_ALIASES
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notHitBackProjectileCount
public int notHitBackProjectileCount
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Method Details
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write
- Specified by:
writein interfaceKryoSerializable- Overrides:
writein classTower
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read
- Specified by:
readin interfaceKryoSerializable- Overrides:
readin classTower
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getWeaponTextures
- Specified by:
getWeaponTexturesin classTower
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canAim
public boolean canAim() -
shouldSearchForTarget
public boolean shouldSearchForTarget()- Overrides:
shouldSearchForTargetin classTower
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canAttack
public boolean canAttack() -
attack
public void attack(int shotsCount) -
getBuckshotCoinBonusMult
public float getBuckshotCoinBonusMult() -
calculateStat
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fillTowerMenu
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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update
public void update(float deltaTime)
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