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| Packages that use Logic | |
|---|---|
| com.threerings.tudey.server | |
| com.threerings.tudey.server.logic | |
| com.threerings.tudey.server.util | |
| Uses of Logic in com.threerings.tudey.server |
|---|
| Methods in com.threerings.tudey.server that return Logic | |
|---|---|
Logic |
TudeySceneManager.createLogic(String cname)
Creates an instance of the logic object with the specified class name using the injector, logging a warning and returning null on error. |
Logic |
TudeySceneManager.getLogic(EntityKey key)
Returns the logic object for the entity with the provided key, if any. |
| Methods in com.threerings.tudey.server that return types with arguments of type Logic | |
|---|---|
ArrayList<Logic> |
TudeySceneManager.getInstances(Class<? extends Logic> clazz)
Returns the list of logic objects that are instances of the supplied class, or null for none. |
ArrayList<Logic> |
TudeySceneManager.getTagged(String tag)
Returns the list of logic objects with the supplied tag, or null for none. |
| Methods in com.threerings.tudey.server with parameters of type Logic | |
|---|---|
void |
TudeySceneManager.addMappings(Logic logic)
Registers the specified logic object unders its mappings. |
EffectLogic |
TudeySceneManager.fireEffect(int timestamp,
Logic target,
Vector2f translation,
float rotation,
ConfigReference<EffectConfig> ref)
Fires off an effect with the referenced configuration. |
EffectLogic |
TudeySceneManager.fireEffect(int timestamp,
Logic target,
Vector2f translation,
float rotation,
String name)
Fires off an effect at the with the named configuration. |
EffectLogic |
TudeySceneManager.fireEffect(int timestamp,
Logic target,
Vector2f translation,
float rotation,
String name,
String firstKey,
Object firstValue,
Object... otherArgs)
Fires off an effect with the supplied name and arguments. |
void |
TudeySceneManager.removeMappings(Logic logic)
Remove the specified logic object from the mappings. |
| Method parameters in com.threerings.tudey.server with type arguments of type Logic | |
|---|---|
ArrayList<Logic> |
TudeySceneManager.getInstances(Class<? extends Logic> clazz)
Returns the list of logic objects that are instances of the supplied class, or null for none. |
| Uses of Logic in com.threerings.tudey.server.logic |
|---|
| Subclasses of Logic in com.threerings.tudey.server.logic | |
|---|---|
class |
ActionLogic
Handles the server-side processing for an action. |
static class |
ActionLogic.AbstractMove
Superclass of the move logic classes. |
static class |
ActionLogic.Compound
Handles a compound action. |
static class |
ActionLogic.Conditional
Handles a conditional action. |
static class |
ActionLogic.Delayed
Handles a delayed action. |
static class |
ActionLogic.DestroyActor
Handles a destroy actor action. |
static class |
ActionLogic.ExpressionSwitch
Handles an expression switch action. |
static class |
ActionLogic.FireEffect
Handles a fire effect action. |
static class |
ActionLogic.ForceClientAction
Handles a force client action... |
static class |
ActionLogic.MoveAll
Handles a move all action. |
static class |
ActionLogic.MoveBody
Handles a move body action. |
static class |
ActionLogic.Random
Handles a random action. |
static class |
ActionLogic.SetFlag
Handles a set flag action. |
static class |
ActionLogic.SetVariable
Handles a set variable action. |
static class |
ActionLogic.Signal
Handles a signal action. |
static class |
ActionLogic.SpawnActor
Handles a spawn actor action. |
static class |
ActionLogic.SpawnRandomTranslatedActor
Handles a spawn random translated actor action. |
static class |
ActionLogic.SpawnRotatedActor
Handles a spawn rotated actor action. |
static class |
ActionLogic.SpawnTransformedActor
Handles a spawn transformed actor action. |
static class |
ActionLogic.StepLimitMobile
Handles a step limit mobile action. |
static class |
ActionLogic.Switch
Handles a switch action. |
static class |
ActionLogic.Targeted
Simple base class for actions with targets. |
static class |
ActionLogic.WarpActor
Handles a warp actor action. |
static class |
ActionLogic.WarpTransformedActor
Handles a warp transformed actor action. |
class |
ActiveLogic
Controls the state of an active actor. |
class |
ActivityLogic
Logic classes for activities. |
class |
ActorLogic
Controls the state of an actor on the server. |
class |
AgentLogic
Controls an autonomous agent. |
class |
BehaviorLogic
Handles the server-side processing for agent behavior. |
static class |
BehaviorLogic.Combined
Handles the combined behavior. |
static class |
BehaviorLogic.Evaluating
Superclass of the evaluating behaviors. |
static class |
BehaviorLogic.Follow
Handles the follow behavior. |
static class |
BehaviorLogic.Idle
Handles the idle behavior. |
static class |
BehaviorLogic.Pathing
Base class for behaviors that involve following paths. |
static class |
BehaviorLogic.Patrol
Handles the patrol behavior. |
static class |
BehaviorLogic.Random
Handles the random behavior. |
static class |
BehaviorLogic.Scripted
Handles the scripted behavior. |
static class |
BehaviorLogic.Wander
Handles the wander behavior. |
class |
ConditionLogic
Handles the evaluation of conditions. |
static class |
ConditionLogic.Action
Evaluates the action condition. |
static class |
ConditionLogic.All
Evaluates the all condition. |
static class |
ConditionLogic.Always
Evaluates the always condition. |
static class |
ConditionLogic.Any
Evaluates the any condition. |
static class |
ConditionLogic.Cooldown
Evaluates the cooldown condition. |
static class |
ConditionLogic.DistanceWithin
Evaluates the distance within condition logic. |
static class |
ConditionLogic.Evaluate
Evaluates the evaluate condition. |
static class |
ConditionLogic.FlagSet
Evaluates the flag set condition. |
static class |
ConditionLogic.InstanceOf
Evaluates the instance of condition. |
static class |
ConditionLogic.Intersecting
Evaluates the intersect condition logic. |
static class |
ConditionLogic.Limit
Evaluates the limit condition. |
static class |
ConditionLogic.Not
Evaluates the not condition. |
static class |
ConditionLogic.Random
Evaluates the random condition. |
static class |
ConditionLogic.Tagged
Evaluates the tagged condition. |
static class |
ConditionLogic.Targeted
Simple base class for conditions with targets. |
class |
EffectLogic
Handles an effect on the server. |
class |
EntryLogic
A logic object associated with a scene entry. |
static class |
EntryLogic.Camera
Special camera logic. |
static class |
EntryLogic.StatefulProp
Logic for stateful props. |
class |
EntryStateLogic
The logic for an entry state actor. |
class |
ExpressionLogic
Handles the server-side expression evaluation. |
static class |
ExpressionLogic.Add
Evaluates an add expression. |
static class |
ExpressionLogic.And
Evaluates a logical AND expression. |
static class |
ExpressionLogic.BinaryOperation
Base class for the binary operations. |
static class |
ExpressionLogic.Constant
Evaluates a constant expression. |
static class |
ExpressionLogic.Decrement
Evaluates a decrement expression. |
static class |
ExpressionLogic.Divide
Evaluates an add expression. |
static class |
ExpressionLogic.Equals
Evaluates an equal to expression. |
static class |
ExpressionLogic.Greater
Evaluates a greater than expression. |
static class |
ExpressionLogic.GreaterEquals
Evaluates a greater than or equal to expression. |
static class |
ExpressionLogic.Increment
Evaluates an increment expression. |
static class |
ExpressionLogic.Less
Evaluates a less than expression. |
static class |
ExpressionLogic.LessEquals
Evaluates a less than or equal to expression. |
static class |
ExpressionLogic.Multiply
Evaluates an add expression. |
static class |
ExpressionLogic.Negate
Evaluates a negate expression. |
static class |
ExpressionLogic.Not
Evaluates a logical NOT expression. |
static class |
ExpressionLogic.NumTargets
Evaluates a num targets expression. |
static class |
ExpressionLogic.Or
Evaluates a logical OR expression. |
static class |
ExpressionLogic.Parsed
Evaluates a parsed expression. |
static class |
ExpressionLogic.Previous
Evaluates a constant expression. |
static class |
ExpressionLogic.Reference
Evaluates a reference expression. |
static class |
ExpressionLogic.Remainder
Evaluates an add expression. |
static class |
ExpressionLogic.Subtract
Evaluates an add expression. |
static class |
ExpressionLogic.UnaryOperation
Base class for unary operations. |
static class |
ExpressionLogic.Xor
Evaluates a logical XOR expression. |
class |
HandlerLogic
Handles the server-side processing for an event handler type. |
static class |
HandlerLogic.ActorAdded
Handles an actor added event. |
static class |
HandlerLogic.ActorRemoved
Handles an actor removed event. |
static class |
HandlerLogic.BaseActorObserver
Base class for HandlerLogic.ActorAdded and HandlerLogic.ActorRemoved. |
static class |
HandlerLogic.BaseIntersection
Base class for the various intersection-related handler logic classes. |
static class |
HandlerLogic.BaseIntersectionCount
Handles the intersection count event. |
static class |
HandlerLogic.Intersection
Handles the intersection event. |
static class |
HandlerLogic.IntersectionStart
Handles the intersection start event. |
static class |
HandlerLogic.IntersectionStop
Handles the intersection stop event. |
static class |
HandlerLogic.Request
Handles a client request event. |
static class |
HandlerLogic.Shutdown
Handles the shutdown event. |
static class |
HandlerLogic.Signal
Handles a signal event. |
static class |
HandlerLogic.SignalStart
Handles a signal start event. |
static class |
HandlerLogic.SignalStop
Handles a signal stop event. |
static class |
HandlerLogic.Startup
Handles the startup event. |
static class |
HandlerLogic.ThresholdIntersectionCount
Handles a threshold intersection count event. |
static class |
HandlerLogic.Tick
Handles the tick event. |
static class |
HandlerLogic.Timer
Handles the timer event. |
static class |
HandlerLogic.Transition
Base class for transition handlers. |
static class |
HandlerLogic.VariableChanged
Handles variable changes. |
static class |
HandlerLogic.WarnTimer
Handles the warn timer event. |
class |
MobileLogic
Controls the state of a mobile actor. |
class |
PawnLogic
Handles the state of a player-controlled actor. |
class |
RegionLogic
Handles the resolution of regions. |
static class |
RegionLogic.Default
Handles a normal region. |
static class |
RegionLogic.Fixed
Handles a fixed (world space) region. |
static class |
RegionLogic.Located
Base class for located regions. |
static class |
RegionLogic.Transformed
Handles an explicit, transformed region. |
class |
ScriptLogic
Performs script step logic for a scripted behavior. |
static class |
ScriptLogic.Condition
Handles the condition script. |
static class |
ScriptLogic.Goto
Handles the goto script. |
static class |
ScriptLogic.Move
Handles a move script. |
static class |
ScriptLogic.Rotate
Handles the rotate script. |
static class |
ScriptLogic.Wait
Handles a wait script. |
class |
TargetLogic
Handles the resolution of targets. |
static class |
TargetLogic.Activator
Refers to the actor that triggered the action. |
static class |
TargetLogic.Behavior
Handles the behavior target. |
static class |
TargetLogic.Compound
Refers to multiple targets. |
static class |
TargetLogic.Conditional
Limits targets to those satisfying a condition. |
static class |
TargetLogic.DistanceSubset
Superclass of the distance-based subsets. |
static class |
TargetLogic.Excluding
Handles the excluding target. |
static class |
TargetLogic.FarthestSubset
Limits targets to the farthest subset. |
static class |
TargetLogic.InstanceOf
Refers to entities of a certain logic class. |
static class |
TargetLogic.Intersecting
Refers to the entities intersecting a reference entity. |
static class |
TargetLogic.NearestSubset
Limits targets to the nearest subset. |
static class |
TargetLogic.Randomized
Logic class for randomized target. |
static class |
TargetLogic.RandomSubset
Limits targets to a random subset. |
static class |
TargetLogic.Source
Refers to the action source. |
static class |
TargetLogic.Subset
Base class for targets limited to a sized subset. |
static class |
TargetLogic.Tagged
Refers to an entity or entities bearing a certain tag. |
| Methods in com.threerings.tudey.server.logic that return Logic | |
|---|---|
Logic |
ActorLogic.getActivator()
Returns a reference to the entity that caused the actor to be spawned, if known/any. |
Logic |
AgentLogic.getBehaviorTarget()
Returns the logic currently being targeted by our behavior, if any. |
Logic |
BehaviorLogic.getCurrentTarget()
Returns the currently targeted logic, if any. |
Logic |
BehaviorLogic.Patrol.getCurrentTarget()
|
Logic |
BehaviorLogic.Follow.getCurrentTarget()
|
Logic |
BehaviorLogic.Random.getCurrentTarget()
|
Logic |
BehaviorLogic.Combined.getCurrentTarget()
|
Logic |
ActorLogic.getSource()
Returns a reference to the entity that spawned the actor, if known/any. |
Logic |
Logic.resolveTarget()
Resolve the appropriate source target logic. |
| Methods in com.threerings.tudey.server.logic with parameters of type Logic | |
|---|---|
int |
TargetLogic.NearestSubset.compare(Logic l1,
Logic l2)
|
int |
TargetLogic.FarthestSubset.compare(Logic l1,
Logic l2)
|
void |
ActorLogic.destroy(int timestamp,
Logic activator)
Destroys the actor. |
abstract Object |
ExpressionLogic.evaluate(Logic activator,
Object previous)
Evaluates the expression. |
Object |
ExpressionLogic.Parsed.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Constant.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Reference.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.NumTargets.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Previous.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Increment.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Decrement.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Negate.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Add.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Subtract.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Multiply.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Divide.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Remainder.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Not.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.And.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Or.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Xor.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Less.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Greater.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.Equals.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.LessEquals.evaluate(Logic activator,
Object previous)
|
Object |
ExpressionLogic.GreaterEquals.evaluate(Logic activator,
Object previous)
|
abstract boolean |
ActionLogic.execute(int timestamp,
Logic activator)
Executes the action. |
boolean |
ActionLogic.SpawnActor.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.DestroyActor.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.WarpActor.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.FireEffect.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.Signal.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.MoveBody.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.MoveAll.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.Conditional.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.Switch.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.ExpressionSwitch.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.Compound.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.Random.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.Delayed.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.StepLimitMobile.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.SetVariable.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.SetFlag.execute(int timestamp,
Logic activator)
|
boolean |
ActionLogic.ForceClientAction.execute(int timestamp,
Logic activator)
|
void |
AgentLogic.face(Logic logic)
Sets the target rotation to face another entity. |
void |
AgentLogic.face(Logic logic,
boolean force)
Sets the target rotation to face another entity. |
ConfigReference<ActorConfig> |
ActionLogic.SpawnActor.getActorConfig(Logic activator)
Returns the actor config to spawn. |
void |
ActionLogic.init(TudeySceneManager scenemgr,
ActionConfig config,
Logic source)
Initializes the logic. |
void |
ConditionLogic.init(TudeySceneManager scenemgr,
ConditionConfig config,
Logic source)
Initializes the logic. |
void |
EffectLogic.init(TudeySceneManager scenemgr,
ConfigReference<EffectConfig> ref,
EffectConfig.Original config,
int timestamp,
Logic target,
Vector2f translation,
float rotation)
Initializes the logic. |
void |
ExpressionLogic.init(TudeySceneManager scenemgr,
ExpressionConfig config,
Logic source)
Initializes the logic. |
void |
HandlerLogic.init(TudeySceneManager scenemgr,
HandlerConfig config,
Logic source)
Initializes the logic. |
void |
RegionLogic.init(TudeySceneManager scenemgr,
RegionConfig config,
Logic source)
Initializes the logic. |
void |
TargetLogic.init(TudeySceneManager scenemgr,
TargetConfig config,
Logic source)
Initializes the logic. |
abstract boolean |
ConditionLogic.isSatisfied(Logic activator)
Determines whether the condition is satisfied. |
boolean |
ConditionLogic.Tagged.isSatisfied(Logic activator)
|
boolean |
ConditionLogic.InstanceOf.isSatisfied(Logic activator)
|
boolean |
ConditionLogic.Intersecting.isSatisfied(Logic activator)
|
boolean |
ConditionLogic.DistanceWithin.isSatisfied(Logic activator)
|
boolean |
ConditionLogic.Random.isSatisfied(Logic activator)
|
boolean |
ConditionLogic.Limit.isSatisfied(Logic activator)
|
boolean |
ConditionLogic.All.isSatisfied(Logic activator)
|
boolean |
ConditionLogic.Any.isSatisfied(Logic activator)
|
boolean |
ConditionLogic.FlagSet.isSatisfied(Logic activator)
|
boolean |
ConditionLogic.Cooldown.isSatisfied(Logic activator)
|
boolean |
ConditionLogic.Not.isSatisfied(Logic activator)
|
boolean |
ConditionLogic.Always.isSatisfied(Logic activator)
|
boolean |
ConditionLogic.Evaluate.isSatisfied(Logic activator)
|
boolean |
ConditionLogic.Action.isSatisfied(Logic activator)
|
abstract void |
TargetLogic.resolve(Logic activator,
Collection<Logic> results)
Resolves the list of targets, placing the results in the supplied collection. |
void |
TargetLogic.Source.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Activator.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Tagged.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.InstanceOf.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Intersecting.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Subset.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Conditional.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Compound.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Behavior.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Excluding.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Randomized.resolve(Logic activator,
Collection<Logic> results)
|
abstract void |
RegionLogic.resolve(Logic activator,
Collection<Shape> results)
Resolves the region into a collection of shapes. |
void |
RegionLogic.Located.resolve(Logic activator,
Collection<Shape> results)
|
void |
RegionLogic.Fixed.resolve(Logic activator,
Collection<Shape> results)
|
void |
ActorLogic.setActivator(Logic activator)
Sets the reference to the entity that caused the actor to be spawned. |
void |
ActorLogic.setSource(Logic source)
Sets the reference to the entity that spawned the actor. |
void |
Logic.setVariable(int timestamp,
Logic source,
String name,
Object value)
Sets the value of a variable. |
void |
EntryLogic.setVariable(int timestamp,
Logic source,
String name,
Object value)
|
void |
ActorLogic.setVariable(int timestamp,
Logic source,
String name,
Object value)
|
void |
Logic.ShapeObserver.shapeDidChange(Logic source)
Notes that the logic's shape has changed. |
void |
HandlerLogic.BaseIntersection.shapeDidChange(Logic source)
|
void |
Logic.ShapeObserver.shapeWillChange(Logic source)
Notes that the logic's shape is about to change. |
void |
HandlerLogic.BaseIntersection.shapeWillChange(Logic source)
|
boolean |
ActionLogic.shouldExecute(Logic activator)
Provides a hint as to whether this action should be executed. |
boolean |
ActionLogic.Conditional.shouldExecute(Logic activator)
|
void |
HandlerLogic.shutdown(int timestamp,
Logic activator)
Shuts down the handler. |
void |
HandlerLogic.Shutdown.shutdown(int timestamp,
Logic activator)
|
void |
HandlerLogic.Tick.shutdown(int timestamp,
Logic activator)
|
void |
HandlerLogic.Timer.shutdown(int timestamp,
Logic activator)
|
void |
HandlerLogic.WarnTimer.shutdown(int timestamp,
Logic activator)
|
void |
HandlerLogic.Transition.shutdown(int timestamp,
Logic activator)
|
void |
HandlerLogic.BaseIntersection.shutdown(int timestamp,
Logic activator)
|
void |
HandlerLogic.BaseActorObserver.shutdown(int timestamp,
Logic activator)
|
void |
Logic.signal(int timestamp,
Logic source,
String name)
Sends a generic "signal" to the logic. |
void |
HandlerLogic.Signal.signal(int timestamp,
Logic source,
String name)
|
void |
HandlerLogic.SignalStart.signal(int timestamp,
Logic source,
String name)
|
void |
HandlerLogic.SignalStop.signal(int timestamp,
Logic source,
String name)
|
void |
EntryLogic.signal(int timestamp,
Logic source,
String name)
|
void |
ActorLogic.signal(int timestamp,
Logic source,
String name)
|
void |
TargetLogic.Intersecting.transfer(Logic source,
Map<Object,Object> refs)
|
void |
TargetLogic.Subset.transfer(Logic source,
Map<Object,Object> refs)
|
void |
TargetLogic.DistanceSubset.transfer(Logic source,
Map<Object,Object> refs)
|
void |
TargetLogic.Conditional.transfer(Logic source,
Map<Object,Object> refs)
|
void |
TargetLogic.Compound.transfer(Logic source,
Map<Object,Object> refs)
|
void |
TargetLogic.Behavior.transfer(Logic source,
Map<Object,Object> refs)
|
void |
TargetLogic.Excluding.transfer(Logic source,
Map<Object,Object> refs)
|
void |
TargetLogic.Randomized.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ScriptLogic.Wait.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ScriptLogic.Move.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ScriptLogic.Rotate.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ScriptLogic.Condition.transfer(Logic source,
Map<Object,Object> refs)
|
void |
RegionLogic.Located.transfer(Logic source,
Map<Object,Object> refs)
|
void |
MobileLogic.transfer(Logic source,
Map<Object,Object> refs)
|
void |
Logic.transfer(Logic source,
Map<Object,Object> refs)
Transfers state from the specified source logic. |
void |
HandlerLogic.transfer(Logic source,
Map<Object,Object> refs)
|
void |
HandlerLogic.Tick.transfer(Logic source,
Map<Object,Object> refs)
|
void |
HandlerLogic.Timer.transfer(Logic source,
Map<Object,Object> refs)
|
void |
HandlerLogic.WarnTimer.transfer(Logic source,
Map<Object,Object> refs)
|
void |
HandlerLogic.Signal.transfer(Logic source,
Map<Object,Object> refs)
|
void |
HandlerLogic.BaseIntersection.transfer(Logic source,
Map<Object,Object> refs)
|
void |
HandlerLogic.Intersection.transfer(Logic source,
Map<Object,Object> refs)
|
void |
HandlerLogic.BaseIntersectionCount.transfer(Logic source,
Map<Object,Object> refs)
|
void |
HandlerLogic.ThresholdIntersectionCount.transfer(Logic source,
Map<Object,Object> refs)
|
void |
HandlerLogic.BaseActorObserver.transfer(Logic source,
Map<Object,Object> refs)
|
void |
EntryStateLogic.transfer(Logic source,
Map<Object,Object> refs)
|
void |
EntryLogic.transfer(Logic source,
Map<Object,Object> refs)
|
void |
EntryLogic.StatefulProp.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ConditionLogic.Targeted.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ConditionLogic.Intersecting.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ConditionLogic.DistanceWithin.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ConditionLogic.Limit.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ConditionLogic.All.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ConditionLogic.Any.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ConditionLogic.Cooldown.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ConditionLogic.Not.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ConditionLogic.Action.transfer(Logic source,
Map<Object,Object> refs)
|
void |
BehaviorLogic.Evaluating.transfer(Logic source,
Map<Object,Object> refs)
|
void |
BehaviorLogic.Wander.transfer(Logic source,
Map<Object,Object> refs)
|
void |
BehaviorLogic.Pathing.transfer(Logic source,
Map<Object,Object> refs)
|
void |
BehaviorLogic.Patrol.transfer(Logic source,
Map<Object,Object> refs)
|
void |
BehaviorLogic.Follow.transfer(Logic source,
Map<Object,Object> refs)
|
void |
BehaviorLogic.Random.transfer(Logic source,
Map<Object,Object> refs)
|
void |
BehaviorLogic.Scripted.transfer(Logic source,
Map<Object,Object> refs)
|
void |
BehaviorLogic.Combined.transfer(Logic source,
Map<Object,Object> refs)
|
void |
AgentLogic.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ActorLogic.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ActivityLogic.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ActiveLogic.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ActionLogic.Targeted.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ActionLogic.SpawnActor.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ActionLogic.WarpActor.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ActionLogic.FireEffect.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ActionLogic.MoveBody.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ActionLogic.Conditional.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ActionLogic.Switch.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ActionLogic.ExpressionSwitch.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ActionLogic.Compound.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ActionLogic.Random.transfer(Logic source,
Map<Object,Object> refs)
|
void |
ActionLogic.Delayed.transfer(Logic source,
Map<Object,Object> refs)
|
void |
HandlerLogic.variableChanged(int timestamp,
Logic activator,
String name)
Notes that a variable has changed. |
void |
HandlerLogic.VariableChanged.variableChanged(int timestamp,
Logic activator,
String name)
|
| Method parameters in com.threerings.tudey.server.logic with type arguments of type Logic | |
|---|---|
abstract void |
TargetLogic.resolve(Logic activator,
Collection<Logic> results)
Resolves the list of targets, placing the results in the supplied collection. |
void |
TargetLogic.Source.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Activator.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Tagged.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.InstanceOf.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Intersecting.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Subset.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Conditional.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Compound.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Behavior.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Excluding.resolve(Logic activator,
Collection<Logic> results)
|
void |
TargetLogic.Randomized.resolve(Logic activator,
Collection<Logic> results)
|
| Uses of Logic in com.threerings.tudey.server.util |
|---|
| Methods in com.threerings.tudey.server.util with parameters of type Logic | |
|---|---|
void |
Pathfinder.shapeDidChange(Logic logic)
|
void |
Pathfinder.shapeWillChange(Logic logic)
|
|
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