unit data
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◆ AddBoxCollider()
virtual void XSSLG.XSUnitNode.AddBoxCollider |
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inlinevirtual |
◆ ApplyDamageAnimation()
void XSSLG.XSUnitNode.ApplyDamageAnimation |
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int |
damage | ) |
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inline |
◆ AttackAnimation()
void XSSLG.XSUnitNode.AttackAnimation |
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inline |
◆ Awake()
void XSSLG.XSUnitNode.Awake |
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inlineprivate |
◆ CheckSkillKeyList()
virtual void XSSLG.XSUnitNode.CheckSkillKeyList |
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List< string > |
skillKeyList | ) |
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inlinevirtual |
remove wrong key
- Parameters
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◆ DieAnimation()
void XSSLG.XSUnitNode.DieAnimation |
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inline |
◆ GetMaxBounds()
virtual Bounds XSSLG.XSUnitNode.GetMaxBounds |
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inlineprotectedvirtual |
◆ GetUnit()
virtual Unit XSSLG.XSUnitNode.GetUnit |
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inlinevirtual |
◆ IsNull()
virtual bool XSSLG.XSUnitNode.IsNull |
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virtual |
You cannot use "==" to check gameobject is null, because the gameobject in Unity is override "==", but when the gameobject is converted to the XSITileRoot, it will not use the override "=="
Implements XSSLG.XSINode.
◆ MovementAnimation()
virtual IEnumerator XSSLG.XSUnitNode.MovementAnimation |
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List< Vector3 > |
path | ) |
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inlinevirtual |
◆ RemoveNode()
virtual void XSSLG.XSUnitNode.RemoveNode |
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virtual |
◆ RotateTo()
void XSSLG.XSUnitNode.RotateTo |
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XSTile |
tile | ) |
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◆ UpdatePos()
virtual void XSSLG.XSUnitNode.UpdatePos |
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inlinevirtual |
◆ WalkTo()
void XSSLG.XSUnitNode.WalkTo |
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List< Vector3 > |
path | ) |
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inline |
◆ data
◆ Group
◆ movementAnimationSpeed
int XSSLG.XSUnitNode.movementAnimationSpeed = 2 |
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protected |
◆ CachedPaths
◆ Data
◆ IsAttacking
bool XSSLG.XSUnitNode.IsAttacking |
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getprivate set |
◆ IsMoving
bool XSSLG.XSUnitNode.IsMoving |
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getprivate set |
◆ IsNeedDeadAnimation
bool XSSLG.XSUnitNode.IsNeedDeadAnimation |
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getset |
◆ WorldPos
The documentation for this class was generated from the following file: