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public interface WeaponShooting
Implementing modulus should provide a simple way to efficiently utilize the weapons in unreal tournament. This includes using charging weapons and using combos.
Method Summary | |
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cz.cuni.amis.pogamut.base3d.worldview.object.ILocated |
getFocus()
Should return a self updating object that indicates where the owner wants to focus. |
ItemType |
getWeaponType()
The weapon type this module can do the shooting for. |
boolean |
isActive()
True when this module has been activated and is managing a weapon. |
void |
shoot(WeaponPref weaponPref,
cz.cuni.amis.pogamut.base3d.worldview.object.ILocated target)
Shoots a given target in an effective way. |
void |
stopShoot()
Stops the shooting. |
Method Detail |
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void shoot(WeaponPref weaponPref, cz.cuni.amis.pogamut.base3d.worldview.object.ILocated target)
getWeaponType()
.
Callers should make sure that the weapon used by Shoot is available and
has sufficient ammo. (Generally through using WeaponPrefs
).
While a target is given, shooting will try to attack this target however
it may smartly refuse to shoot if the target is no longer visible. It may
not refuse to stop shooting at targets that are out of range, the
WeaponPrefs
module should make this decision.
weaponPref
- the preferred firing mode to use. Weapon use is determined by
module.target
- to shoot.void stopShoot()
ItemType getWeaponType()
boolean isActive()
cz.cuni.amis.pogamut.base3d.worldview.object.ILocated getFocus()
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