Uses of Annotation Interface
com.prineside.tdi2.utils.NAGS
Package
Description
Lua VM, only works in an interpreted mode, which allows it to support iOS.
The game itself.
Variants of
Enemy
EnemySystem
is responsible for handling the enemies and spawned enemies are stored in MapSystem.spawnedEnemies
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Uses of NAGS in com.prineside.luaj
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Uses of NAGS in com.prineside.tdi2
Modifier and TypeFieldDescriptionGameSystemProvider._cachedRendering
GameSystemProvider._gameMapSelection
GameSystemProvider._gameUi
GameSystemProvider._hotKey
GameSystemProvider._input
GameSystemProvider._inventory
GameSystemProvider._mapEditor
GameSystemProvider._mapEditorUi
GameSystemProvider._mapRendering
GameSystemProvider._particle
GameSystemProvider._pathRendering
GameSystemProvider._projectileTrail
GameSystemProvider._quest
GameSystemProvider._render
GameSystemProvider._sound
GameSystemProvider.ability
GameSystemProvider.achievement
Enemy.attachedParticles
GameSystemProvider.bonus
final IntRectangle
Tile.boundingBox
GameSystemProvider.buff
Tile.center
GameSystemProvider.damage
Miner.doubleSpeedParticle
float
CollidingProjectile.drawAngle
float
Enemy.drawAngle
float
EnemyFollowingProjectile.drawAngle
float
Unit.drawAngle
CollidingProjectile.drawPosition
Enemy.drawPosition
EnemyFollowingProjectile.drawPosition
Unit.drawPosition
float
Enemy.drawScale
GameSystemProvider.enemy
GameSystemProvider.experience
GameSystemProvider.explosion
GameSystemProvider.gameplayMod
GameSystemProvider.gameState
GameSystemProvider.gameValue
boolean
Enemy.healthBarInvisible
Gate.highlightParticleA
Tile.highlightParticleA
Gate.highlightParticleB
Tile.highlightParticleB
int
IssuedItems.issueTimestamp
GameSystemProvider.loot
GameSystemProvider.map
GameSystemProvider.miner
GameSystemProvider.modifier
GameSystemProvider.pathfinding
GameSystemProvider.projectile
GameSystemProvider.script
boolean
IssuedItems.shown
GameSystemProvider.state
GameSystemProvider.statistics
boolean
GameSystemProvider.syncChecking
GameSystemProvider.syncCheckLog
GameSystemProvider.tower
GameSystemProvider.TSH
GameSystemProvider.unit
boolean
Tile.visibleOnScreen
GameSystemProvider.wave
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Uses of NAGS in com.prineside.tdi2.enemies
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Uses of NAGS in com.prineside.tdi2.enemies.bosses
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Uses of NAGS in com.prineside.tdi2.managers
Modifier and TypeFieldDescriptionGameValueManager.GameValueEffect.questId
GameValueManager.GameValueEffect.researchType
float[]
MusicManager.SpectrumConfig.spectrumLeft
final Object
MusicManager.SpectrumConfig.spectrumLock
float[]
MusicManager.SpectrumConfig.spectrumRight
GameValueManager.GameValueEffect.trophyType
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Uses of NAGS in com.prineside.tdi2.projectiles
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Uses of NAGS in com.prineside.tdi2.systems
Modifier and TypeClassDescriptionfinal class
Allows to define layers of static / cached graphics.final class
final class
Manages UI elements for a regular gamefinal class
final class
final class
final class
final class
final class
final class
Освобождает TrailMultiLine обратно в пул, если он не обновляется длительное время (уже не виден, isFinished() возвращает true)final class
final class
Manages the order of rendering.final class
Modifier and TypeFieldDescriptionboolean
WaveSystem.autoForceWaveEnabled
boolean
BonusSystem.autoSelectionOnSingleBonus
int
GameStateSystem.continuedGameApproxStateHash
GameStateSystem.dailyQuestLevel
boolean
MapSystem.drawPathTraces
StateSystem.duplicateActionsTo
Color[]
EnemySystem.enemyColor
Can be changed in runtime, per-session copy of values taken from Enemy.Factory Must be updated on state restore as assets are not stored in replayEnemySystem.enemyEmojiTexture
EnemySystem.enemyHighlightTexture
EnemySystem.enemyTexture
ExplosionSystem.F
ProjectileSystem.F
boolean
GameStateSystem.gameIsContinued
GameStateSystem.gameOverReason
boolean
GameStateSystem.gameSavesDisabled
GameStateSystem.gameStartProgressSnapshot
long
GameStateSystem.gameStartTimestamp
GameStateSystem.headlessValidatedReplayRecord
boolean
WaveSystem.instantWaveCallsEnabled
boolean
StateSystem.inUpdateStage
If this flag is set to false, many state-affecting methods will throw an exception on call to prevent desync.float
GameStateSystem.playRealTime
long
StateSystem.replayFrameCount
GameStateSystem.replayId
boolean
StateSystem.replayMode
StateSystem.replayRecord
ScriptSystem.scriptEnvironment
boolean
GameStateSystem.snapshotSavesEnabled
GameStateSystem.startingAbilitiesConfiguration
boolean
PathfindingSystem.throwExceptionOnMissingPath
boolean
StateSystem.updateRequired
boolean
GameStateSystem.validationFingerprintMismatchPrinted
int
GameStateSystem.validationLastUpdateNumber
long
GameStateSystem.validationStartTimestamp
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Uses of NAGS in com.prineside.tdi2.tiles
Modifier and TypeFieldDescriptionint
EqualizerTile.barInterpolation
float
EqualizerTile.barsHeight
float
EqualizerTile.barSpacing
float
EqualizerTile.barsWidth
int
EqualizerTile.channel
EqualizerTile.colorHigh
EqualizerTile.colorLow
float
EqualizerTile.cutout
int
EqualizerTile.direction
boolean
EqualizerTile.drawAlways
float
EqualizerTile.fixedMaxValue
float
EqualizerTile.maxValueEasing
boolean
EqualizerTile.particlesEnabled
QuadTile.quad
boolean
EqualizerTile.revertBars
float
EqualizerTile.shiftX
float
EqualizerTile.shiftY
EqualizerTile.spectrumConfig
float
EqualizerTile.spectrumDropoff
EqualizerTile.spectrumFrequencies
float
CoreTile.timeDrawn
CoreTile.upgradeAvailableParticleEffect
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Uses of NAGS in com.prineside.tdi2.towers
Modifier and TypeFieldDescriptionCrusherTower.Hook.drawPos
float
CrusherTower.Hook.enemyStartDistance
CrusherTower.Hook.enemyStartPos
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Uses of NAGS in com.prineside.tdi2.units