RTS2D
Unit Lista dos Membros
Esta é a lista de todos os membros de Unit, incluindo os membros herdados.
actionSprite()Unit
checkPath()Unit
deleteFarPath()Unit
Entity()Entity [protected]
getAction()Unit
getAggroRadius()Unit
getAttackSpeed()Unit
getBitmap()Unit
getBuild()Unit
getCollisionPath()Unit
getCooldown()Unit
getCoordinates()Entity
getCost()Unit
getCount()Unit
getDamage()Unit
getEntity()Entity
getFocus()Unit
getFollow()Unit
getGoldMine()Unit
getGroupRadius()Unit
getHp()Entity
getLastMove()Unit
getMaxHp()Unit [virtual]
getName()Unit
getNearestPath()Unit
getNextMovement()Unit
getPixelPath()Entity
getPixelPathDistance()Unit
getProjectile()Unit
getPx()Entity
getPy()Entity
getRadius()Unit [virtual]
getRange()Unit
getSignal()Unit
getSpeed()Unit
getT()Unit
getTarget()Unit
getTeam()Entity
getTime()Unit
getTx()Unit
getTy()Unit
getType()Entity
getXFollow()Unit
getYFollow()Unit
inCollision()Unit
isAgressive()Unit
isAttackReady()Unit
isBuilding()Entity [virtual]
isHold()Unit
isMoving()Unit
isRepath()Unit
isUnit()Unit [virtual]
move(std::pair< float, float > d)Unit
receiveDamage(float damage)Entity
render()Unit
resetCollision()Unit
resetFollow()Unit
setAgressive(bool agressive)Unit
setBuild(int build)Unit
setCollisionPath(std::vector< std::pair< float, float >> collisionPath)Unit
setCooldown(float cooldown)Unit
setCoordinates(float px, float py)Entity
setEntity(Entity *entity)Entity
setFocus(Entity *focus)Unit
setFollow(Entity *follow)Unit
setGoldMine(Entity *goldMine)Unit
setGroupRadius(float groupRadius)Unit
setHold(bool hold)Unit
setHp(float hp)Entity
setLastMove(std::pair< float, float > lastMove)Unit
setPixelPath(std::vector< std::pair< float, float >> pixelPath)Entity
setPx(float px)Entity
setPy(float px)Entity
setRepath(bool repath)Unit
setSignal(int signal)Unit
setT(float tx, float ty)Unit
setTarget(Entity *target)Unit
setTeam(int team)Entity
setTx(float tx)Unit
setTy(float ty)Unit
setType(int type)Entity
setXFollow(int x)Unit
setYFollow(int y)Unit
stop()Unit
Unit(float px, float py, int type, int team)Unit
update()Unit
updateCooldown()Unit
updateMove()Unit
updateSpriteConfig()Unit
wait()Unit
~Entity()Entity [virtual]
~Unit()Unit [virtual]
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