simulation
Class CEntityFormation
in EntityFormation.h
in EntityFormation.cpp
- class CEntityFormation
m_angleDivs
private std::vector< bool > m_angleDivs;
m_angleVals
private std::vector< float > m_angleVals;
m_base
private CFormation* m_base;
m_duplication
private bool m_duplication;
m_entities
private std::vector< CEntity* > m_entities;
m_index
private int m_index;
m_locked
private bool m_locked;
m_numEntities
private int m_numEntities;
m_orientation
private float m_orientation;
m_position
private CVector2D m_position;
m_self
private CFormation* m_self;
m_speed
private float m_speed;
CEntityFormation
public CEntityFormation( CFormation*& base, size_t index );
~CEntityFormation
public ~CEntityFormation();
AddUnit
private bool AddUnit( CEntity* entity );
BaseToMovement
public void BaseToMovement();
GetBase
public CFormation* GetBase();
GetEntityCount
public int GetEntityCount();
GetEntityList
public CEntityList GetEntityList();
GetPosition
public CVector2D GetPosition();
GetSlotCount
public int GetSlotCount();
GetSlotPosition
public CVector2D GetSlotPosition( int order );
GetSpeed
public float GetSpeed();
IsBetterUnit
private bool IsBetterUnit( int order, CEntity* entity );
IsDuplication
public inline bool IsDuplication();
IsLocked
public inline bool IsLocked();
IsSlotAppropriate
private bool IsSlotAppropriate( int order, CEntity* entity );
IsValidOrder
public inline bool IsValidOrder( int order );
RemoveUnit
private void RemoveUnit( CEntity* entity );
ResetAllEntities
private void ResetAllEntities();
ResetAngleDivs
private void ResetAngleDivs();
ResetIndex
private void ResetIndex( size_t index );
SelectAllUnits
public void SelectAllUnits();
SetDuplication
public inline void SetDuplication( bool duplicate );
SetLock
public inline void SetLock( bool lock );
SwitchBase
private void SwitchBase( CFormation*& base );
UpdateFormation
private void UpdateFormation();