EntityProcessorSystem

Constructors

Link copied to clipboard
@Inject
constructor(entityBuilder: EntityBuilder, assetManager: AssetManager, renderSystem: RenderSystem, world: World, mapOrientationSystem: MapOrientationSystem, contentGenerator: ContentGenerator, logger: ApplicationLogger, gameMap: GameMap, gson: Gson, localeBundle: LocaleBundle, controlPointDialog1: ControlPointDialog, userInterface: UserInterface, worldSystem: WorldSystem)

Functions

Link copied to clipboard
open fun addEntity(entity: Entity)
Link copied to clipboard
open fun generateAttackSpawnGroup(spawnComponent: SpawnComponent)
Link copied to clipboard
open fun generateNewGroup(pos: Vector2, spawnModel: SpawnModel): StalkerGroup
open fun generateNewGroup(gang: Gang, n: Int): StalkerGroup
open fun generateNewGroup(pos: Vector2, gang: Gang, n: Int): StalkerGroup
open fun generateNewGroup(pos: Vector2, gang: Gang, n: Int, strength: Strength): StalkerGroup
open fun generateNewGroup(pos: Vector2, gang: Gang, n: Int, params: Set<String>, strength: Strength): StalkerGroup
Link copied to clipboard
open fun generateNewSpawn(spawnModel: SpawnModel, withSprite: Boolean): Entity
Link copied to clipboard
open fun generateTakeSpawnGroup(attackTarget: Vector2): StalkerGroup
open fun generateTakeSpawnGroup(gang: Gang, attackTarget: Vector2): StalkerGroup
Link copied to clipboard
open fun getRandomAround(point: Vector2, r: Int): Vector2
Link copied to clipboard
open fun restoreGroup(position: Vector2, savedSpawn: SavedSpawn): StalkerGroup
Link copied to clipboard
open fun startBullet(entity: Entity, weaponModel: WeaponModel)
open fun startBullet(entity: Entity, target: Entity, weaponModel: WeaponModel)