Superfighters Deluxe
PlayerCommand Struct Reference

PlayerAction More...

Inheritance diagram for PlayerCommand:

Public Member Functions

 PlayerCommand (PlayerCommandType action)
 Constructs a new PlayerCommand. More...
 
 PlayerCommand (PlayerCommandType action, int targetObjectID, int delayTime=0)
 Constructs a new PlayerCommand. More...
 
 PlayerCommand (PlayerCommandType action, int targetObjectID, PlayerCommandFaceDirection faceDirection, int delayTime=0)
 Constructs a new PlayerCommand. More...
 
 PlayerCommand (PlayerCommandType action, PlayerCommandFaceDirection faceDirection, int delayTime=0)
 Constructs a new PlayerCommand. More...
 
 PlayerCommand (PlayerCommandType action, Vector2 worldPosition, int delayTime=0)
 Constructs a new PlayerCommand. More...
 
 PlayerCommand (PlayerCommandType action, Vector2 worldPosition, PlayerCommandFaceDirection faceDirection, int delayTime=0)
 Constructs a new PlayerCommand. More...
 
bool Equals (PlayerCommand other)
 Checks if this command equals another command based on data. More...
 

Public Attributes

PlayerCommandType Command
 Player action to perform. More...
 
int DelayTime
 Delay time after command is performed before next command begins. More...
 
PlayerCommandFaceDirection FaceDirection
 Face direction if applicable for the action. More...
 
int TargetObjectID
 Target objectID if applicable for the action. More...
 
Vector2 WorldPosition
 World position if applicable for the action. Vector2.Zero means no world position assigned. More...
 

Detailed Description

PlayerAction

Constructor & Destructor Documentation

◆ PlayerCommand() [1/6]

Constructs a new PlayerCommand.

Parameters
actionPlayer action to perform.

◆ PlayerCommand() [2/6]

PlayerCommand ( PlayerCommandType  action,
PlayerCommandFaceDirection  faceDirection,
int  delayTime = 0 
)

Constructs a new PlayerCommand.

Parameters
actionPlayer action to perform.
faceDirectionFace direction if applicable for the action.
delayTimeDelay time after command is performed before next command begins.

◆ PlayerCommand() [3/6]

PlayerCommand ( PlayerCommandType  action,
Vector2  worldPosition,
int  delayTime = 0 
)

Constructs a new PlayerCommand.

Parameters
actionPlayer action to perform.
worldPositionWorld position if applicable for the action.
delayTimeDelay time after command is performed before next command begins.

◆ PlayerCommand() [4/6]

PlayerCommand ( PlayerCommandType  action,
int  targetObjectID,
int  delayTime = 0 
)

Constructs a new PlayerCommand.

Parameters
actionPlayer action to perform.
targetObjectIDTarget objectID if applicable for the action.
delayTimeDelay time after command is performed before next command begins.

◆ PlayerCommand() [5/6]

PlayerCommand ( PlayerCommandType  action,
Vector2  worldPosition,
PlayerCommandFaceDirection  faceDirection,
int  delayTime = 0 
)

Constructs a new PlayerCommand.

Parameters
actionPlayer action to perform.
worldPositionWorld position if applicable for the action.
faceDirectionFace direction if applicable for the action.
delayTimeDelay time after command is performed before next command begins.

◆ PlayerCommand() [6/6]

PlayerCommand ( PlayerCommandType  action,
int  targetObjectID,
PlayerCommandFaceDirection  faceDirection,
int  delayTime = 0 
)

Constructs a new PlayerCommand.

Parameters
actionPlayer action to perform.
targetObjectIDTarget objectID if applicable for the action.
faceDirectionFace direction if applicable for the action.
delayTimeDelay time after command is performed before next command begins.

Member Function Documentation

◆ Equals()

bool Equals ( PlayerCommand  other)

Checks if this command equals another command based on data.

Parameters
otherPlayerCommand
Returns
true if all values equals, otherwise false

Member Data Documentation

◆ Command

Player action to perform.

◆ DelayTime

int DelayTime

Delay time after command is performed before next command begins.

◆ FaceDirection

Face direction if applicable for the action.

◆ TargetObjectID

int TargetObjectID

Target objectID if applicable for the action.

◆ WorldPosition

Vector2 WorldPosition

World position if applicable for the action. Vector2.Zero means no world position assigned.