#include <Team.h>
Inherits SubsystemInterface, and Snapshot.
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| | TeamFactory () |
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| | ~TeamFactory () |
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| virtual void | init (void) |
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| virtual void | reset (void) |
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| virtual void | update (void) |
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| void | clear () |
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| void | initFromSides (SidesList *sides) |
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| void | initTeam (const AsciiString &name, const AsciiString &owner, Bool isSingleton, Dict *d) |
| | create a new TeamPrototype and if singleton, a team.
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| TeamPrototype * | findTeamPrototype (const AsciiString &name) |
| | return the TeamPrototype with the given name. if none exists, return null.
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| TeamPrototype * | findTeamPrototypeByID (TeamPrototypeID id) |
| | return TeamPrototype with matching ID. if none exists NULL is returned
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| Team * | findTeamByID (TeamID teamID) |
| | search all prototypes for the team with the matching id, if none found NULL is returned
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| Team * | createTeam (const AsciiString &name) |
| | create a team. there must be a TeamPrototype with the given name, or an exception is thrown.
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| Team * | createTeamOnPrototype (TeamPrototype *prototype) |
| | create a team given an explicity team prototype rather than a prototype name
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| Team * | createInactiveTeam (const AsciiString &name) |
| | create a team. there must be a TeamPrototype with the given name, or an exception is thrown.
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| Team * | findTeam (const AsciiString &name) |
| | return the team with the given name, or null if none exists. if multiple instances exist, return one arbitrarily.
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| void | addTeamPrototypeToList (TeamPrototype *team) |
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| void | removeTeamPrototypeFromList (TeamPrototype *team) |
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| void | teamAboutToBeDeleted (Team *team) |
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| | SubsystemInterface () |
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| virtual | ~SubsystemInterface () |
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| virtual void | postProcessLoad () |
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| virtual void | draw (void) |
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| void | UPDATE (void) |
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| void | DRAW (void) |
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| AsciiString | getName (void) |
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| void | setName (AsciiString name) |
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| | Snapshot (void) |
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| | ~Snapshot (void) |
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Definition at line 680 of file Team.h.
◆ TeamFactory()
| TeamFactory::TeamFactory |
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| ) |
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◆ ~TeamFactory()
| TeamFactory::~TeamFactory |
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| ) |
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◆ addTeamPrototypeToList()
◆ clear()
| void TeamFactory::clear |
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| ) |
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◆ crc()
| void TeamFactory::crc |
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Xfer * | xfer | ) |
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protectedvirtual |
◆ createInactiveTeam()
create a team. there must be a TeamPrototype with the given name, or an exception is thrown.
Creates an inactive team, suitable for adding members to as they are built. Call team->setActive() when all members are added.
Definition at line 335 of file Team.cpp.
◆ createTeam()
create a team. there must be a TeamPrototype with the given name, or an exception is thrown.
Definition at line 368 of file Team.cpp.
◆ createTeamOnPrototype()
create a team given an explicity team prototype rather than a prototype name
Definition at line 377 of file Team.cpp.
◆ findTeam()
return the team with the given name, or null if none exists. if multiple instances exist, return one arbitrarily.
Definition at line 394 of file Team.cpp.
◆ findTeamByID()
search all prototypes for the team with the matching id, if none found NULL is returned
Definition at line 309 of file Team.cpp.
◆ findTeamPrototype()
◆ findTeamPrototypeByID()
◆ init()
| void TeamFactory::init |
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void | | ) |
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virtual |
- Assign any default values to data required for the class
- Allocate any memory and resources needed throughout the lifetime of the class
Implements SubsystemInterface.
Definition at line 190 of file Team.cpp.
◆ initFromSides()
| void TeamFactory::initFromSides |
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SidesList * | sides | ) |
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◆ initTeam()
◆ loadPostProcess()
| void TeamFactory::loadPostProcess |
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void | | ) |
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protectedvirtual |
◆ removeTeamPrototypeFromList()
| void TeamFactory::removeTeamPrototypeFromList |
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TeamPrototype * | team | ) |
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◆ reset()
| void TeamFactory::reset |
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void | | ) |
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virtual |
- Any system should be able to reset all data and go back to an empty state that is ready to accept a completely new set of data. Reset() can expect to be used in the context of resetting the engine in order to start or load a new game.
- Do NOT free and re-allocate resources needed, where possible reorganize and re-initialize the resources already allocated.
- After a reset, the system does not need to be in EXACTLY the same state as a fresh instantiation. If there are persistent state information for the system make sure you maintain it while restoring or re-initializing other transient parts.
Implements SubsystemInterface.
Definition at line 196 of file Team.cpp.
◆ teamAboutToBeDeleted()
| void TeamFactory::teamAboutToBeDeleted |
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Team * | team | ) |
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◆ update()
| void TeamFactory::update |
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void | | ) |
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virtual |
- Update methods are the place to do system per frame processing. You should call the system update once each time through the game loop to service the system.
- Note that currently the GameClient and GameLogic will be updating at different rates where the logic is running real time, and the client will adjust how many loops can be done during one server time slice in order to improve performance on low end machines.
Implements SubsystemInterface.
Definition at line 204 of file Team.cpp.
◆ xfer()
| void TeamFactory::xfer |
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Xfer * | xfer | ) |
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protectedvirtual |
The documentation for this class was generated from the following files:
- Code/GameEngine/Include/Common/Team.h
- Code/GameEngine/Source/Common/RTS/Team.cpp