Update Osztály diagram: minor differences in Logic.Data fixed authored by Bahil Botond's avatar Bahil Botond
...@@ -23,8 +23,8 @@ package Logic.Data.World{ ...@@ -23,8 +23,8 @@ package Logic.Data.World{
class GameWorld{ class GameWorld{
- _grid: TileObject[,] - _grid: TileObject[,]
+ TileObjects(): IReadOnlyCollection<TileObject> + TileObjects(): IReadOnlyCollection<TileObject>{get}
+ Units(): IReadOnlyCollection<Unit> + Units(): IReadOnlyCollection<Unit>{get}
+ Width(): int{get} + Width(): int{get}
+ Height(): int{get} + Height(): int{get}
+ Grid(int, int): TileObject{get} + Grid(int, int): TileObject{get}
...@@ -64,7 +64,7 @@ package Logic.Data.World{ ...@@ -64,7 +64,7 @@ package Logic.Data.World{
class Barrack extends Building{ class Barrack extends Building{
- _checkPoints: IList<TilePosition> - _checkPoints: IList<TilePosition>
+ QueuedUnits(): IReadOnlyCollection<IUnitTypeData> + QueuedUnits(): IReadOnlyCollection<IUnitTypeData>{get}
+ CheckPoints(): IReadOnlyCollection<TilePosition>{get} + CheckPoints(): IReadOnlyCollection<TilePosition>{get}
+ QueueUnit(IUnitTypeData): void + QueueUnit(IUnitTypeData): void
+ PushCheckpoint(TilePosition): void + PushCheckpoint(TilePosition): void
...@@ -83,7 +83,7 @@ package Logic.Data.World{ ...@@ -83,7 +83,7 @@ package Logic.Data.World{
Class Unit{ Class Unit{
- _checkpoints: IList<TilePosition> - _checkpoints: IList<TilePosition>
+ Owner(): GameTeam{get} + Owner(): GameTeam{get}
+ NextCheckpoint(): TilePosition + NextCheckpoint(): TilePosition{get}
+ Move(float): void + Move(float): void
+ SkipUnreachableCheckpoints() : void + SkipUnreachableCheckpoints() : void
+ Position(): Vector2{get} + Position(): Vector2{get}
...@@ -132,7 +132,7 @@ class GameTeam{ ...@@ -132,7 +132,7 @@ class GameTeam{
class GameOverview{ class GameOverview{
+ World(): GameWorld{get} + World(): GameWorld{get}
+ GetTeam(Color): GameTeam{get} + GetTeam(Color): GameTeam
+ CurrentPhase(): GamePhase{get} + CurrentPhase(): GamePhase{get}
+ AdvancePhase(): void + AdvancePhase(): void
+ TimeLeftFromPhase(): float + TimeLeftFromPhase(): float
... ...
......