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Classes | Public Member Functions | Static Public Member Functions | Public Attributes | Static Public Attributes | Properties | List of all members
Yukar.Engine.MapEngine Class Reference

Separation of event and player management from the MapScene class More...

Classes

class  Follower
 platoon member More...
 
class  FollowerEngine
 
class  ShotInfo
 A class that manages event firing tasks More...
 

Public Member Functions

 MapEngine (SharpKmyPhysics.PhysicsBase p)
 
bool CheckAllCondition (MapCharacter mapChr, IEnumerable< Common.Rom.Event.Condition > condList)
 Check whether the condition panel is satisfied from all event sheets (for compatibility) More...
 
ScriptRunner AddEvent (MapScene s, Common.Rom.Event inEvent, Common.Rom.RomItem parentRom)
 Add MapCharacter to scene based on event ROM (for compatibility) More...
 
void genEncountStep ()
 
void updateConditionEffect (bool forceNeedSort=false)
 
IEnumerable< MapCharactergetOtherChacaterFromMap (MapCharacter self, MapData mapData, bool ignoreHeight=true, bool checkForward=false)
 
List< int > getCollisionPoints (MapCharacter ev, int dir)
 
void setFollowersVisible (bool flag, bool setToCurrent=true, bool forceHide=false)
 Set the display state of the formation More...
 
bool getFollowersVisible ()
 
void startFollowerSort ()
 
void pushFollower (int partyIndex, int order=-1)
 
void pushFollower (Guid guid, int order=-1)
 
void endFollowerSort (bool immediateComplete=false)
 End of platoon operation More...
 

Static Public Member Functions

static bool checkCondition (double a, double b, Common.Rom.Script.Command.ConditionType conditionType)
 Compare a and b according to operators (for compatibility) More...
 

Public Attributes

EventEngine eventEngine = new EventEngine()
 
FollowerEngine followerEngine = new FollowerEngine()
 
float restStep
 
List< Followerfollowers = new List<Follower>()
 

Static Public Attributes

const float DEFAULT_INVINCIBLE_TIME = 0.5f
 
const int MAX_FOLLOWERS = 64
 

Properties

MapScene owner [get, set]
 
bool followerVisible [get, set]
 

Detailed Description

Separation of event and player management from the MapScene class

Separation of event and player management from the MapScene class Here we further separate only the formation management

Constructor & Destructor Documentation

◆ MapEngine()

Yukar.Engine.MapEngine.MapEngine ( SharpKmyPhysics.PhysicsBase  p)

Member Function Documentation

◆ AddEvent()

ScriptRunner Yukar.Engine.MapEngine.AddEvent ( MapScene  s,
Common.Rom.Event  inEvent,
Common.Rom.RomItem  parentRom 
)

Add MapCharacter to scene based on event ROM (for compatibility)

Parameters
s
inEvent
parentRom
Returns

◆ CheckAllCondition()

bool Yukar.Engine.MapEngine.CheckAllCondition ( MapCharacter  mapChr,
IEnumerable< Common.Rom.Event.Condition >  condList 
)

Check whether the condition panel is satisfied from all event sheets (for compatibility)

Parameters
mapChr
condList
Returns

◆ checkCondition()

static bool Yukar.Engine.MapEngine.checkCondition ( double  a,
double  b,
Common.Rom.Script.Command.ConditionType  conditionType 
)
static

Compare a and b according to operators (for compatibility)

Parameters
a
b
conditionType
Returns

◆ endFollowerSort()

void Yukar.Engine.MapEngine.endFollowerSort ( bool  immediateComplete = false)

End of platoon operation

Parameters
immediateCompleteWhether the swap should be completed immediately without animating

◆ genEncountStep()

void Yukar.Engine.MapEngine.genEncountStep ( )

◆ getCollisionPoints()

List< int > Yukar.Engine.MapEngine.getCollisionPoints ( MapCharacter  ev,
int  dir 
)

◆ getFollowersVisible()

bool Yukar.Engine.MapEngine.getFollowersVisible ( )

◆ getOtherChacaterFromMap()

IEnumerable< MapCharacter > Yukar.Engine.MapEngine.getOtherChacaterFromMap ( MapCharacter  self,
MapData  mapData,
bool  ignoreHeight = true,
bool  checkForward = false 
)

◆ pushFollower() [1/2]

void Yukar.Engine.MapEngine.pushFollower ( Guid  guid,
int  order = -1 
)

◆ pushFollower() [2/2]

void Yukar.Engine.MapEngine.pushFollower ( int  partyIndex,
int  order = -1 
)

◆ setFollowersVisible()

void Yukar.Engine.MapEngine.setFollowersVisible ( bool  flag,
bool  setToCurrent = true,
bool  forceHide = false 
)

Set the display state of the formation

Parameters
flagshow or hide
setToCurrentReflect immediately?
forceHideto force set

◆ startFollowerSort()

void Yukar.Engine.MapEngine.startFollowerSort ( )

◆ updateConditionEffect()

void Yukar.Engine.MapEngine.updateConditionEffect ( bool  forceNeedSort = false)

Member Data Documentation

◆ DEFAULT_INVINCIBLE_TIME

const float Yukar.Engine.MapEngine.DEFAULT_INVINCIBLE_TIME = 0.5f
static

◆ eventEngine

EventEngine Yukar.Engine.MapEngine.eventEngine = new EventEngine()

◆ followerEngine

FollowerEngine Yukar.Engine.MapEngine.followerEngine = new FollowerEngine()

◆ followers

List<Follower> Yukar.Engine.MapEngine.followers = new List<Follower>()

◆ MAX_FOLLOWERS

const int Yukar.Engine.MapEngine.MAX_FOLLOWERS = 64
static

◆ restStep

float Yukar.Engine.MapEngine.restStep

Property Documentation

◆ followerVisible

bool Yukar.Engine.MapEngine.followerVisible
getset

◆ owner

MapScene Yukar.Engine.MapEngine.owner
getset