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graphics
Class CUnit

boost::noncopyable
   |
   +--CUnit

   in Unit.h
   in Unit.cpp

class CUnit
extends boost::noncopyable


Field Summary
private std::set< CStr > m_ActorSelections
          
private CUnitAnimation* m_Animation
          
private CEntity* m_Entity
          
private std::set< CStr > m_EntitySelections
          
private int m_ID
          
private CModel* m_Model
          
private CObjectEntry* m_Object
          
private CObjectManager& m_ObjectManager
          
private int m_PlayerID
          
 
Constructor Summary
private  CUnit( CObjectEntry* object, CEntity* entity, CObjectManager& objectManager, const std::set< CStr >& actorSelections )
          
  ~CUnit()
          
 
Method Summary
 static CUnit* Create( const CStr& actorName, CEntity* entity, const std::set< CStr >& selections, CObjectManager& objectManager )
          
 const std::set< CStr >& GetActorSelections() const
          
 CEntity* GetEntity() const
          
 int GetID() const
          
 CModel* GetModel() const
          
 CObjectEntry* GetObject() const
          
 int GetPlayerID()
          
 CSkeletonAnim* GetRandomAnimation( const CStr& name )
          
 bool HasAnimation( const CStr& name )
          
 void HideAmmunition()
          
 bool IsPlayingAnimation( const CStr& name )
          
private void ReloadObject()
          
 void SetActorSelections( const std::set< CStr >& selections )
          
 void SetAnimationState( const CStr& name, bool once = false, float speed = 0. 0f, bool keepSelection = false )
          
 void SetAnimationSync( float timeUntilActionPos )
          
 void SetEntitySelection( const CStr& selection )
          
 void SetID( int id )
          
 void SetPlayerID( int id )
          
 bool SetRandomAnimation( const CStr& name, bool once = false, float speed = 0. 0f )
          
 void ShowAmmunition()
          
 void UpdateModel( float frameTime )
          
 

Field Detail

m_ActorSelections

private std::set< CStr > m_ActorSelections;

m_Animation

private CUnitAnimation* m_Animation;

m_Entity

private CEntity* m_Entity;

m_EntitySelections

private std::set< CStr > m_EntitySelections;

m_ID

private int m_ID;

m_Model

private CModel* m_Model;

m_Object

private CObjectEntry* m_Object;

m_ObjectManager

private CObjectManager& m_ObjectManager;

m_PlayerID

private int m_PlayerID;


Constructor Detail

CUnit

private CUnit( CObjectEntry* object, CEntity* entity, CObjectManager& objectManager, const std::set< CStr >& actorSelections );

~CUnit

public ~CUnit();


Method Detail

Create

public static CUnit* Create( const CStr& actorName, CEntity* entity, const std::set< CStr >& selections, CObjectManager& objectManager );

GetActorSelections

public const std::set< CStr >& GetActorSelections() const;

GetEntity

public CEntity* GetEntity() const;

GetID

public int GetID() const;

GetModel

public CModel* GetModel() const;

GetObject

public CObjectEntry* GetObject() const;

GetPlayerID

public int GetPlayerID();

GetRandomAnimation

public CSkeletonAnim* GetRandomAnimation( const CStr& name );

HasAnimation

public bool HasAnimation( const CStr& name );

HideAmmunition

public void HideAmmunition();

IsPlayingAnimation

public bool IsPlayingAnimation( const CStr& name );

ReloadObject

private void ReloadObject();

SetActorSelections

public void SetActorSelections( const std::set< CStr >& selections );

SetAnimationState

public void SetAnimationState( const CStr& name, bool once = false, float speed = 0. 0f, bool keepSelection = false );

SetAnimationSync

public void SetAnimationSync( float timeUntilActionPos );

SetEntitySelection

public void SetEntitySelection( const CStr& selection );

SetID

public void SetID( int id );

SetPlayerID

public void SetPlayerID( int id );

SetRandomAnimation

public bool SetRandomAnimation( const CStr& name, bool once = false, float speed = 0. 0f );

ShowAmmunition

public void ShowAmmunition();

UpdateModel

public void UpdateModel( float frameTime );

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