Package com.prineside.tdi2
Class Tower
java.lang.Object
com.prineside.tdi2.Registrable
com.prineside.tdi2.Building
com.prineside.tdi2.Tower
- All Implemented Interfaces:
com.badlogic.gdx.utils.Disposable,com.esotericsoftware.kryo.KryoSerializable,ScheduledUpdater.Updatable
- Direct Known Subclasses:
AirTower,BasicTower,BlastTower,CannonTower,CrusherTower,FlamethrowerTower,FreezingTower,GaussTower,LaserTower,MinigunTower,MissileTower,MultishotTower,SniperTower,SplashTower,TeslaTower,VenomTower
public abstract class Tower
extends Building
implements com.badlogic.gdx.utils.Disposable, ScheduledUpdater.Updatable
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Nested Class Summary
Nested ClassesModifier and TypeClassDescriptionstatic classstatic enumstatic classTower.Factory<T extends Tower>static class -
Field Summary
FieldsModifier and TypeFieldDescriptionstatic final intstatic final intstatic final intstatic final intstatic final String[]com.badlogic.gdx.graphics.g2d.ParticleEffectPool.PooledEffectfloatbooleanfloatintfloatfloatstatic final floatstatic final intfloat[]float[]intfloatfloatfloatintboolean[]static final int[]static final int[]static final intstatic final intfloatfloatfloatbooleanfloatfloatstatic final com.badlogic.gdx.utils.Array<Enemy>static final com.badlogic.gdx.graphics.ColorintFields inherited from class com.prineside.tdi2.Building
buildingTypeFields inherited from class com.prineside.tdi2.Registrable
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Method Summary
Modifier and TypeMethodDescriptionvoidaddExperience(float exp) voidapplyDrawInterpolation(float interpolatedTime) voidattack(int shotCount) booleancanAbilityBeInstalled(int idx) abstract booleancanAim()booleanbooleancanAttackEnemy(Enemy enemy) booleanvoidcustomButtonAction(int mapX, int mapY) voiddispose()Releases all resources of this object.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) voiddrawGlitch(com.badlogic.gdx.graphics.g2d.Batch batch) voiddrawHoveredRange(com.badlogic.gdx.graphics.g2d.Batch batch, RangeCircle rangeCircle) voiddrawSelectedRange(com.badlogic.gdx.graphics.g2d.Batch batch, RangeCircle rangeCircle) 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.findTarget(ObjectFilter<Enemy> filter) floatfloatgetCachedStatBuffed(TowerStatType towerStatType) Кэшированный Перегрузка для метода getCachedStatBuffed() Возвращает текущую характеристику с бонусами тайла из кэшаintgetEnemyPriority(Enemy enemy) 0 - lowest priority (with lowAimPriority) 10 - regular prioritystatic floatgetExpLevelStatBonusPercentage(int expLevel, GameValueProvider gvp) intgetLevel()static intgetLevelForExperience(float exp) intintfloatfloatfloatgetRange()floatintintabstract floatgetStat(TowerStatType towerStatType) floatgetStatBuffed(TowerStatType towerStatType) Не кэшированный Вычисляет характеристику с учетом бонусов тайлаintintabstract com.badlogic.gdx.utils.Array<TextureRegionConfig>booleanТолько если canAim = falsebooleanisAbilityInstalled(int abilityIdx) booleanbooleanbooleanbooleanisStatAffectedByPower(TowerStatType towerStatType) voidloadFromJson(com.badlogic.gdx.utils.JsonValue value) voidonAbilitySet(int abilityIdx, boolean isSet) voidvoidvoidread(com.esotericsoftware.kryo.Kryo kryo, com.esotericsoftware.kryo.io.Input input) voidvoidvoidrotateTo(float needAngle, float deltaTime, float rotationSpeed) voidrotateTo(float x, float y, float deltaTime, float rotationSpeed) final intfinal voidscheduledUpdatableSetId(int id) voidscheduledUpdate(float deltaTime) voidsetAimStrategy(Tower.AimStrategy aimStrategy) voidsetExperience(float exp) Установка опыта напрямуюvoidvoidvoidsetTile(PlatformTile tile) voidvoidsetUpgradeLevel(int toLevel) Set tower's upgrade level directly, without validation / cache updatesbooleanvoidtoJson(com.badlogic.gdx.utils.Json json) Внутри writeObjectStartfinal voidGet all of the tiles in tower's range (even if they touch the range slightly).voidunregisterNearbyModifier(Modifier modifier) voidupdate(float deltaTime) voidОбновляет кэш текущих характеристик башни Так как характеристики обновляются, одновременно обновляется массив тайлов в радиусе пораженияvoidupdateCustomButton(ComplexButton complexButton, boolean isPointing) voidupgrade()voidupgrade(int toLevel) voidwrite(com.esotericsoftware.kryo.Kryo kryo, com.esotericsoftware.kryo.io.Output output) Methods inherited from class com.prineside.tdi2.Registrable
isRegistered
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Field Details
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ABILITY_INDEX_SPECIAL
public static final int ABILITY_INDEX_SPECIAL- See Also:
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ABILITY_INDEX_ULTIMATE
public static final int ABILITY_INDEX_ULTIMATE- See Also:
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ABILITY_INDEX_POWERFUL
public static final int ABILITY_INDEX_POWERFUL- See Also:
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ABILITIES_COUNT
public static final int ABILITIES_COUNT- See Also:
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DPS_STAT_SLOTS
public static final int DPS_STAT_SLOTS- See Also:
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DPS_STAT_INTERVAL
public static final float DPS_STAT_INTERVAL- See Also:
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MAX_LEVEL
public static final int MAX_LEVEL- See Also:
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MAX_UPGRADE_LEVEL
public static final int MAX_UPGRADE_LEVEL- See Also:
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SHADOW_COLOR
public static final com.badlogic.gdx.graphics.Color SHADOW_COLOR -
ABILITY_NAMES
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LEVEL_EXPERIENCE
public static final int[] LEVEL_EXPERIENCE -
LEVEL_EXPERIENCE_MILESTONES
public static final int[] LEVEL_EXPERIENCE_MILESTONES -
searchEnemiesHelper
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id
public int id -
type
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aimStrategy
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moneySpentOn
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bountyModifiersNearby
public int bountyModifiersNearby -
damageGiven
public float damageGiven -
shotCount
public int shotCount -
angle
public float angle -
experience
public float experience -
currentLevelExperience
public float currentLevelExperience -
nextLevelExperience
public float nextLevelExperience -
installedAbilities
public boolean[] installedAbilities -
rangeInPixels
public float rangeInPixels -
rangeInPixelsSqr
public float rangeInPixelsSqr -
minRangeInPixels
public float minRangeInPixels -
experienceGeneration
public float experienceGeneration -
experienceMultiplier
public float experienceMultiplier -
outOfOrder
public boolean outOfOrder -
attackDisabled
public boolean attackDisabled -
abilityAvailableParticleEffect
public com.badlogic.gdx.graphics.g2d.ParticleEffectPool.PooledEffect abilityAvailableParticleEffect -
dpsDamage
public float[] dpsDamage -
dpsTime
public float[] dpsTime -
mdps
public float mdps -
enemiesKilled
public int enemiesKilled -
bonusCoinsBrought
public float bonusCoinsBrought
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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) -
setAimStrategy
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setRegistered
- Overrides:
setRegisteredin classRegistrable
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setUnregistered
public void setUnregistered()- Overrides:
setUnregisteredin classRegistrable
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toJson
public void toJson(com.badlogic.gdx.utils.Json json) Внутри writeObjectStart -
loadFromJson
public void loadFromJson(com.badlogic.gdx.utils.JsonValue value) -
cloneBuilding
- Specified by:
cloneBuildingin classBuilding
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isOutOfOrder
public boolean isOutOfOrder() -
setTile
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getTarget
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setTarget
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canNewAbilityBeInstalled
public boolean canNewAbilityBeInstalled()- Returns:
- true, если игрок может выбрать новый навых башне (есть свободные "очки" выбора навыка)
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canAbilityBeInstalled
public boolean canAbilityBeInstalled(int idx) -
isAbilityInstalled
public boolean isAbilityInstalled(int abilityIdx) -
getLevelForExperience
public static int getLevelForExperience(float exp) -
addExperience
public void addExperience(float exp) -
setExperience
public void setExperience(float exp) Установка опыта напрямую- Parameters:
exp- кол-во опыта, которое будет установлено точно таким же
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getMaxTowerLevel
public int getMaxTowerLevel() -
getMaxUpgradeLevel
public int getMaxUpgradeLevel() -
getLevel
public int getLevel() -
getPowerCombinedMultiplier
public float getPowerCombinedMultiplier()- Returns:
- getPowerMultiplier + бонус от уровней башни
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registerNearbyModifier
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unregisterNearbyModifier
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getScheduledUpdateInterval
public float getScheduledUpdateInterval() -
scheduledUpdate
public void scheduledUpdate(float deltaTime) - Specified by:
scheduledUpdatein interfaceScheduledUpdater.Updatable
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scheduledUpdatableSetId
public final void scheduledUpdatableSetId(int id) - Specified by:
scheduledUpdatableSetIdin interfaceScheduledUpdater.Updatable
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scheduledUpdatableGetId
public final int scheduledUpdatableGetId()- Specified by:
scheduledUpdatableGetIdin interfaceScheduledUpdater.Updatable
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update
public void update(float deltaTime) -
getSellPrice
public int getSellPrice() -
isSellFullRefundStillActive
public boolean isSellFullRefundStillActive() -
findTarget
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findTarget
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getUpgradeLevel
public int getUpgradeLevel() -
upgrade
public void upgrade(int toLevel) -
setUpgradeLevel
public void setUpgradeLevel(int toLevel) Set tower's upgrade level directly, without validation / cache updates- Parameters:
toLevel- upgrade level of the tower, silently clamped between 0 and MAX_UPGRADE_LEVEL
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upgrade
public void upgrade() -
traverseTilesInRange
Get all of the tiles in tower's range (even if they touch the range slightly). Try not to change the game's state during iteration - removing the tower, upgrading it or giving it XP may change its range which may result in unexpected behavior -
updateCache
public void updateCache()Обновляет кэш текущих характеристик башни Так как характеристики обновляются, одновременно обновляется массив тайлов в радиусе поражения -
getStatCacheState
public int getStatCacheState() -
getExpLevelStatBonusPercentage
- Parameters:
expLevel- for XP levelgvp- provider of GameValues- Returns:
- bonus percentage for every stat (except Special stats and Range) depending on tower's XP level. Besides default bonus, takes GameValueType.TOWERS_POWER_PER_LEVEL_(TILL/AFTER)_10 into account
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getStatBuffed
Не кэшированный Вычисляет характеристику с учетом бонусов тайла -
isStatAffectedByPower
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getCachedStatBuffed
Кэшированный Перегрузка для метода getCachedStatBuffed() Возвращает текущую характеристику с бонусами тайла из кэша -
dispose
public void dispose()Description copied from interface:com.badlogic.gdx.utils.DisposableReleases all resources of this object.- Specified by:
disposein interfacecom.badlogic.gdx.utils.Disposable
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applyDrawInterpolation
public void applyDrawInterpolation(float interpolatedTime) -
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) -
drawBase
public void drawBase(com.badlogic.gdx.graphics.g2d.SpriteCache spriteCache, int x, int y, MapRenderingSystem.DrawMode drawMode) -
drawWeapon
public void drawWeapon(com.badlogic.gdx.graphics.g2d.Batch batch, float x, float y, float size, float deltaTime) -
drawGlitch
public void drawGlitch(com.badlogic.gdx.graphics.g2d.Batch batch) -
drawSelectedRange
- Overrides:
drawSelectedRangein classBuilding
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drawHoveredRange
- Overrides:
drawHoveredRangein classBuilding
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placedOnMap
public void placedOnMap()- Overrides:
placedOnMapin classBuilding
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removedFromMap
public void removedFromMap()- Overrides:
removedFromMapin classBuilding
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getEnemyPriority
0 - lowest priority (with lowAimPriority) 10 - regular priority -
getStartingLevel
public int getStartingLevel() -
getRange
public float getRange() -
getMinRange
public float getMinRange() -
getWeaponTextures
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getUniqueStatDescription
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getStat
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hasCustomButton
public boolean hasCustomButton()Только если canAim = false -
isCustomButtonNeedMapPoint
public boolean isCustomButtonNeedMapPoint() -
customButtonAction
public void customButtonAction(int mapX, int mapY) -
updateCustomButton
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fillTowerMenu
public void fillTowerMenu(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. 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) -
canAim
public abstract boolean canAim() -
shouldSearchForTarget
public boolean shouldSearchForTarget() -
canAttackEnemy
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canAttack
public boolean canAttack() -
rotateTo
public void rotateTo(float x, float y, float deltaTime, float rotationSpeed) -
rotateTo
public void rotateTo(float needAngle, float deltaTime, float rotationSpeed) -
onPreSell
public void onPreSell() -
onAbilitySet
public void onAbilitySet(int abilityIdx, boolean isSet) -
getAttackDelay
public float getAttackDelay() -
attack
public void attack(int shotCount)
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