Documentation
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Index ¶
- type Flore
- type Object
- func (o *Object) CalculateScale()
- func (o *Object) CheckViewCoordinate(x, y, radius int) (bool, bool)
- func (o *Object) CheckVisibleObjectStore() bool
- func (o *Object) GetBurstOfShots() *burst_of_shots.BurstOfShots
- func (o *Object) GetBytes(mapTime int64) []byte
- func (o *Object) GetGeoDataBin() []byte
- func (o *Object) GetGunner() *gunner.Gunner
- func (o *Object) GetHP() int
- func (o *Object) GetID() int
- func (o *Object) GetMapHeight() float64
- func (o *Object) GetOwnerID() int
- func (o *Object) GetPhysicalModel() *physical_model.PhysicalModel
- func (o *Object) GetPower() int
- func (o *Object) GetRadarRange() int
- func (o *Object) GetRangeView() int
- func (o *Object) GetRotate() float64
- func (o *Object) GetScale() int
- func (o *Object) GetTeamID() int
- func (o *Object) GetTurretAmmo()
- func (o *Object) GetUpdateData(mapTime int64) []byte
- func (o *Object) GetUpdateWeaponTarget() bool
- func (o *Object) GetWeaponSlot(slotNumber int) *body.WeaponSlot
- func (o *Object) GetWeaponTarget() *target.Target
- func (o *Object) GetX() int
- func (o *Object) GetY() int
- func (o *Object) RangeWeaponSlots() map[int]*body.WeaponSlot
- func (o *Object) SetGeoData()
- func (o *Object) SetHP(hp int)
- func (o *Object) SetPower(power int)
- func (o *Object) SetVisibleObjectStore(v *visible_objects.VisibleObjectsStore)
- func (o *Object) SetWeaponTarget(target *target.Target)
- func (o *Object) UnsafeRangeVisibleObjects() ([]*visible_objects.VisibleObject, *sync.RWMutex)
- func (o *Object) UpdatePhysicalModel()
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Object ¶
type Object struct { // TODO привести тут все в порядок // везде где есть приставка Type это оригиналдьные данные типа, все остальное сформированые ID int `json:"id"` TypeID int `json:"type_id"` Type string `json:"type"` MapID int `json:"map_id"` Texture string `json:"texture"` AnimateSpriteSheets string `json:"animate_sprite_sheets"` AnimateLoop bool `json:"animate_loop"` MaxHP int `json:"max_hp"` TypeMaxHP int `json:"-"` HP int `json:"hp"` Scale int `json:"scale"` Shadow bool `json:"shadow"` AnimationSpeed int `json:"animation_speed"` Priority int `json:"priority"` TeamID int `json:"team_id"` TypeXShadowOffset int `json:"-"` XShadowOffset int `json:"x_shadow_offset"` TypeYShadowOffset int `json:"-"` YShadowOffset int `json:"y_shadow_offset"` ShadowIntensity int `json:"shadow_intensity"` TypeGeoData []*obstacle_point.ObstaclePoint `json:"-"` HeightType float64 `json:"-"` Fraction string `json:"fraction"` /* постройка */ OwnerID int `json:"owner_id"` // ид игрока владельца Static bool `json:"-"` Weight int `json:"weight"` Immortal bool `json:"-"` Build bool `json:"build"` DestroyLeftTimer bool `json:"-"` DestroyTimer int `json:"-"` Work bool `json:"work"` CacheJson []byte `json:"-"` CacheGeoData []byte `json:"-"` CreateJsonTime int64 `json:"-"` GrowTime int `json:"grow_time"` // говорит время цикла когда растение росло для гладкой отрисовки MemoryID int `json:"-"` WeaponID int `json:"weapon_id"` XAttach int `json:"x_attach"` YAttach int `json:"y_attach"` MaxEnergy int `json:"max_energy"` CurrentEnergy int `json:"current_energy"` ViewRange int `json:"view_range"` Weapons map[int]*body.WeaponSlot `json:"weapons"` Run bool `json:"-"` ForceTarget *target.Target `json:"-"` // contains filtered or unexported fields }
func (*Object) CalculateScale ¶
func (o *Object) CalculateScale()
func (*Object) CheckViewCoordinate ¶
func (*Object) CheckVisibleObjectStore ¶
func (*Object) GetBurstOfShots ¶
func (o *Object) GetBurstOfShots() *burst_of_shots.BurstOfShots
func (*Object) GetGeoDataBin ¶
func (*Object) GetMapHeight ¶
func (*Object) GetOwnerID ¶
func (*Object) GetPhysicalModel ¶
func (o *Object) GetPhysicalModel() *physical_model.PhysicalModel
func (*Object) GetRadarRange ¶
func (*Object) GetRangeView ¶
func (*Object) GetTurretAmmo ¶
func (o *Object) GetTurretAmmo()
func (*Object) GetUpdateData ¶
func (*Object) GetUpdateWeaponTarget ¶
func (*Object) GetWeaponSlot ¶
func (o *Object) GetWeaponSlot(slotNumber int) *body.WeaponSlot
func (*Object) GetWeaponTarget ¶
func (*Object) RangeWeaponSlots ¶
func (o *Object) RangeWeaponSlots() map[int]*body.WeaponSlot
func (*Object) SetGeoData ¶
func (o *Object) SetGeoData()
func (*Object) SetVisibleObjectStore ¶
func (o *Object) SetVisibleObjectStore(v *visible_objects.VisibleObjectsStore)
func (*Object) SetWeaponTarget ¶
func (*Object) UnsafeRangeVisibleObjects ¶
func (o *Object) UnsafeRangeVisibleObjects() ([]*visible_objects.VisibleObject, *sync.RWMutex)
func (*Object) UpdatePhysicalModel ¶
func (o *Object) UpdatePhysicalModel()
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