Eamon CS  3.1.0
EamonRT.Game.States.MonsterAttackActionState Class Reference
Inheritance diagram for EamonRT.Game.States.MonsterAttackActionState:
EamonRT.Game.States.State EamonRT.Framework.States.IMonsterAttackActionState EamonRT.Framework.States.IState EamonRT.Framework.States.IState EamonRT.Framework.States.IStateSignatures EamonRT.Framework.States.IStateSignatures StrongholdOfKahrDur.Game.States.MonsterAttackActionState

Public Member Functions

override void Execute ()
 
virtual void MonsterAttackGetHostileMonsterList ()
 
virtual void MonsterAttackDefenderMissingCheck ()
 
virtual void MonsterAttackDefenderSelected ()
 
virtual void MonsterAttackExecuted ()
 
 MonsterAttackActionState ()
 
- Public Member Functions inherited from EamonRT.Game.States.State
virtual void PrintObjBlocksTheWay (IArtifact artifact)
 
virtual void PrintSomethingBlocksTheWay ()
 
virtual void PrintLightAlmostOut (IArtifact artifact, long turnCounter)
 
virtual void PrintCommands (IList< ICommand > commandList, CommandType commandType, ref bool newSeen)
 
virtual void PrintNewCommandSeen ()
 
virtual void PrintCommandPrompt ()
 
virtual void PrintFulfillMessage (string inputStr)
 
virtual void PrintDontFollowYou ()
 
virtual void PrintDontFollowYou02 ()
 
virtual void PrintCantGoThatWay ()
 
virtual void PrintCantVerbThere (string verb)
 
virtual void PrintRideOffIntoSunset ()
 
virtual void PrintLeaveAdventure ()
 
virtual void PrintEnemiesNearby ()
 
virtual void PrintSpeedSpellExpired ()
 
virtual void BeforePrintCommands ()
 
virtual void AfterPrintCommands ()
 
virtual void ProcessEvents (EventType eventType)
 
virtual string GetDarkName (IGameBase target, ArticleType articleType, string nameType, bool upshift, bool groupCountOne)
 
virtual IList< long > GetLoopMonsterUidList ()
 
virtual void Stage ()
 
 State ()
 

Properties

virtual IList< IMonsterHostileMonsterList [get, set]
 
virtual IMonster LoopMonster [get, set]
 
virtual IRoom LoopMonsterRoom [get, set]
 
virtual ICommand ActionCommand [get, set]
 
virtual long HostileMonsterListIndex [get, set]
 
- Properties inherited from EamonRT.Game.States.State
virtual bool GotoCleanup [get, set]
 
virtual string Name [get, set]
 
virtual IState NextState [get, set]
 
virtual bool PreserveNextState [get, set]
 
- Properties inherited from EamonRT.Framework.States.IStateSignatures
bool GotoCleanup [get, set]
 
string Name [get, set]
 
IState NextState [get, set]
 
bool PreserveNextState [get, set]
 

Constructor & Destructor Documentation

◆ MonsterAttackActionState()

EamonRT.Game.States.MonsterAttackActionState.MonsterAttackActionState ( )

Member Function Documentation

◆ Execute()

override void EamonRT.Game.States.MonsterAttackActionState.Execute ( )
virtual

Reimplemented from EamonRT.Game.States.State.

◆ MonsterAttackDefenderMissingCheck()

virtual void EamonRT.Game.States.MonsterAttackActionState.MonsterAttackDefenderMissingCheck ( )
virtual

◆ MonsterAttackDefenderSelected()

virtual void EamonRT.Game.States.MonsterAttackActionState.MonsterAttackDefenderSelected ( )
virtual

◆ MonsterAttackExecuted()

virtual void EamonRT.Game.States.MonsterAttackActionState.MonsterAttackExecuted ( )
virtual

◆ MonsterAttackGetHostileMonsterList()

virtual void EamonRT.Game.States.MonsterAttackActionState.MonsterAttackGetHostileMonsterList ( )
virtual

Property Documentation

◆ ActionCommand

virtual ICommand EamonRT.Game.States.MonsterAttackActionState.ActionCommand
getset

◆ HostileMonsterList

virtual IList<IMonster> EamonRT.Game.States.MonsterAttackActionState.HostileMonsterList
getset

◆ HostileMonsterListIndex

virtual long EamonRT.Game.States.MonsterAttackActionState.HostileMonsterListIndex
getset

◆ LoopMonster

virtual IMonster EamonRT.Game.States.MonsterAttackActionState.LoopMonster
getset

◆ LoopMonsterRoom

virtual IRoom EamonRT.Game.States.MonsterAttackActionState.LoopMonsterRoom
getset


The documentation for this class was generated from the following file: