Class State
java.lang.Object
zombie.ai.State
- All Implemented Interfaces:
IAnimEventListener, IAnimEventWrappedBroadcaster
- Direct Known Subclasses:
AnimalAlertedState, AnimalAttackState, AnimalClimbOverFenceState, AnimalEatState, AnimalFalldownState, AnimalFollowWallState, AnimalHitReactionState, AnimalIdleState, AnimalOnGroundState, AnimalPathFindState, AnimalWalkState, AnimalZoneState, AttackNetworkState, AttackState, AttackVehicleState, BumpedState, BurntToDeath, ClimbDownSheetRopeState, ClimbOverFenceState, ClimbOverWallState, ClimbSheetRopeState, ClimbThroughWindowState, CloseWindowState, CollideWithWallState, CrawlingZombieTurnState, FakeDeadAttackState, FakeDeadZombieState, FishingState, FitnessState, ForecastBeatenPlayerState, GrappledThrownIntoContainerState, GrappledThrownOutWindowState, GrappledThrownOverFenceState, IdleState, LungeNetworkState, LungeState, OpenWindowState, PathFindState, PathFindState2, PlayerActionsState, PlayerAimState, PlayerDraggingCorpse, PlayerEmoteState, PlayerExtState, PlayerFallDownState, PlayerFallingState, PlayerGetUpState, PlayerHitReactionPVPState, PlayerHitReactionState, PlayerKnockedDown, PlayerMilkAnimalState, PlayerMovementState, PlayerOnBedState, PlayerOnGroundState, PlayerPetAnimalState, PlayerShearAnimalState, PlayerSitOnFurnitureState, PlayerSitOnGroundState, PlayerStrafeState, SmashWindowState, StaggerBackState, SwipeStatePlayer, ThumpState, WalkTowardNetworkState, WalkTowardState, ZombieEatBodyState, ZombieFaceTargetState, ZombieFallDownState, ZombieFallingState, ZombieGetDownState, ZombieGetUpFromCrawlState, ZombieGetUpState, ZombieHitReactionState, ZombieIdleState, ZombieOnGroundState, ZombieRagdollOnGroundState, ZombieReanimateState, ZombieSittingState, ZombieTurnAlerted
public abstract class State
extends Object
implements IAnimEventListener, IAnimEventWrappedBroadcaster
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Nested Class Summary
Nested Classes -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoidanimEvent(IsoGameCharacter owner, AnimLayer layer, AnimationTrack track, AnimEvent event) booleancanRagdoll(IsoGameCharacter owner) voidenter(IsoGameCharacter owner) voidexecute(IsoGameCharacter owner) voidexit(IsoGameCharacter owner) voidgetDeltaModifiers(IsoGameCharacter owner, MoveDeltaModifiers modifiers) getName()booleanisAttacking(IsoGameCharacter owner) Return TRUE if the owner is currently attacking.booleanbooleanisIgnoreCollide(IsoGameCharacter owner, int fromX, int fromY, int fromZ, int toX, int toY, int toZ) Return TRUE if the owner should ignore collisions when passing between two squares.booleanisMoving(IsoGameCharacter owner) Return TRUE if the owner is currently moving.booleanbooleanbooleanbooleanbooleanbooleanvoidprocessOnEnter(IsoGameCharacter owner, Map<Object, Object> delegate) voidprocessOnExit(IsoGameCharacter owner, Map<Object, Object> delegate) voidsetParams(IsoGameCharacter owner, State.Stage stage)
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Constructor Details
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State
public State()
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Method Details
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enter
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execute
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exit
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getAnimEventBroadcaster
- Specified by:
getAnimEventBroadcasterin interfaceIAnimEventWrappedBroadcaster
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animEvent
public void animEvent(IsoGameCharacter owner, AnimLayer layer, AnimationTrack track, AnimEvent event) - Specified by:
animEventin interfaceIAnimEventListener- Specified by:
animEventin interfaceIAnimEventWrappedBroadcaster
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isAttacking
Return TRUE if the owner is currently attacking. Defaults to FALSE -
isMoving
Return TRUE if the owner is currently moving. Defaults to FALSE -
isDoingActionThatCanBeCancelled
public boolean isDoingActionThatCanBeCancelled()- Returns:
- TRUE if this state handles the "Cancel Action" key or the B controller button.
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getDeltaModifiers
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isIgnoreCollide
public boolean isIgnoreCollide(IsoGameCharacter owner, int fromX, int fromY, int fromZ, int toX, int toY, int toZ) Return TRUE if the owner should ignore collisions when passing between two squares. Defaults to FALSE -
getName
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setParams
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isSyncOnEnter
public boolean isSyncOnEnter() -
isSyncOnExit
public boolean isSyncOnExit() -
isSyncOnSquare
public boolean isSyncOnSquare() -
isSyncInIdle
public boolean isSyncInIdle() -
canRagdoll
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isProcessedOnEnter
public boolean isProcessedOnEnter() -
processOnEnter
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isProcessedOnExit
public boolean isProcessedOnExit() -
processOnExit
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