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virtual IList< IMonster > | HostileMonsterList [get, set] |
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virtual IMonster | LoopMonster [get, set] |
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virtual IRoom | LoopMonsterRoom [get, set] |
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virtual ICommand | ActionCommand [get, set] |
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virtual long | HostileMonsterListIndex [get, set] |
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virtual bool | GotoCleanup [get, set] |
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virtual string | Name [get, set] |
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virtual IState | NextState [get, set] |
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virtual bool | PreserveNextState [get, set] |
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bool | GotoCleanup [get, set] |
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string | Name [get, set] |
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IState | NextState [get, set] |
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bool | PreserveNextState [get, set] |
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◆ MonsterAttackActionState()
EamonRT.Game.States.MonsterAttackActionState.MonsterAttackActionState |
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◆ Execute()
override void EamonRT.Game.States.MonsterAttackActionState.Execute |
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◆ MonsterAttackDefenderMissingCheck()
virtual void EamonRT.Game.States.MonsterAttackActionState.MonsterAttackDefenderMissingCheck |
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◆ MonsterAttackDefenderSelected()
virtual void EamonRT.Game.States.MonsterAttackActionState.MonsterAttackDefenderSelected |
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◆ MonsterAttackExecuted()
virtual void EamonRT.Game.States.MonsterAttackActionState.MonsterAttackExecuted |
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◆ MonsterAttackGetHostileMonsterList()
virtual void EamonRT.Game.States.MonsterAttackActionState.MonsterAttackGetHostileMonsterList |
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◆ ActionCommand
virtual ICommand EamonRT.Game.States.MonsterAttackActionState.ActionCommand |
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getset |
◆ HostileMonsterList
virtual IList<IMonster> EamonRT.Game.States.MonsterAttackActionState.HostileMonsterList |
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getset |
◆ HostileMonsterListIndex
virtual long EamonRT.Game.States.MonsterAttackActionState.HostileMonsterListIndex |
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getset |
◆ LoopMonster
virtual IMonster EamonRT.Game.States.MonsterAttackActionState.LoopMonster |
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getset |
◆ LoopMonsterRoom
virtual IRoom EamonRT.Game.States.MonsterAttackActionState.LoopMonsterRoom |
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getset |
The documentation for this class was generated from the following file: