Documentation ¶
Index ¶
- func CheckExit(user *player.Player, moveUnit *unit.Unit, path *[]*unit.PathUnit, ...) bool
- func CreatePath(pathPoints []*coordinate.Coordinate, startX, startY, maxSpeed float64, ...) []*unit.PathUnit
- func GetGravity(x, y, mapID int) bool
- func GetUnitPos(unitsID []int, user *player.Player, toX, toY float64) []*coordinate.Coordinate
- func LaunchEvacuation(unit *unit.Unit, mp *_map.Map) ([]*unit.PathUnit, int, *base.Transport, error)
- func ReturnEvacuation(unit *unit.Unit, mp *_map.Map, baseID int, transport *base.Transport) []*unit.PathUnit
- func RotateUnit(unitRotate, needRotate *int, step int) int
- func SetPosition(moveUnit *unit.Unit, pathUnit *unit.PathUnit, deltaTime int64)
- func StopMove(moveUnit *unit.Unit, resetSpeed bool)
- func To(forecastX, forecastY, maxSpeed, minSpeed, speed, ToX, ToY float64, ...) (error, []*unit.PathUnit)
- func Unit(moveUnit *unit.Unit, ToX, ToY, StartX, StartY float64, unitRotate int, ...) ([]*unit.PathUnit, error)
- func UnitTo(forecastX, forecastY, speed, ToX, ToY float64, rotate, rotateAngle, ms int, ...) ([]*unit.PathUnit, bool)
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func CreatePath ¶
func CreatePath(pathPoints []*coordinate.Coordinate, startX, startY, maxSpeed float64, moveUnit *unit.Unit, unitRotate int, units map[int]*unit.ShortUnitInfo) []*unit.PathUnit
func GetGravity ¶
func GetUnitPos ¶
func GetUnitPos(unitsID []int, user *player.Player, toX, toY float64) []*coordinate.Coordinate
func LaunchEvacuation ¶
func ReturnEvacuation ¶
func RotateUnit ¶
Types ¶
This section is empty.
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