Class BattleEvents
Namespace: DiceRolling.Controllers
Assembly: dice-rolling.dll
[ScriptPath("res://events/BattleEvents.cs")]
public class BattleEvents : Node, IDisposable
Inheritance
object ← GodotObject ← Node ← BattleEvents
Implements
Inherited Members
Show/Hide Inherited Members
Node.NotificationEnterTree,
Node.NotificationExitTree,
Node.NotificationMovedInParent,
Node.NotificationReady,
Node.NotificationPaused,
Node.NotificationUnpaused,
Node.NotificationPhysicsProcess,
Node.NotificationProcess,
Node.NotificationParented,
Node.NotificationUnparented,
Node.NotificationSceneInstantiated,
Node.NotificationDragBegin,
Node.NotificationDragEnd,
Node.NotificationPathRenamed,
Node.NotificationChildOrderChanged,
Node.NotificationInternalProcess,
Node.NotificationInternalPhysicsProcess,
Node.NotificationPostEnterTree,
Node.NotificationDisabled,
Node.NotificationEnabled,
Node.NotificationResetPhysicsInterpolation,
Node.NotificationEditorPreSave,
Node.NotificationEditorPostSave,
Node.NotificationWMMouseEnter,
Node.NotificationWMMouseExit,
Node.NotificationWMWindowFocusIn,
Node.NotificationWMWindowFocusOut,
Node.NotificationWMCloseRequest,
Node.NotificationWMGoBackRequest,
Node.NotificationWMSizeChanged,
Node.NotificationWMDpiChange,
Node.NotificationVpMouseEnter,
Node.NotificationVpMouseExit,
Node.NotificationWMPositionChanged,
Node.NotificationOsMemoryWarning,
Node.NotificationTranslationChanged,
Node.NotificationWMAbout,
Node.NotificationCrash,
Node.NotificationOsImeUpdate,
Node.NotificationApplicationResumed,
Node.NotificationApplicationPaused,
Node.NotificationApplicationFocusIn,
Node.NotificationApplicationFocusOut,
Node.NotificationTextServerChanged,
Node.GetNode<T>(NodePath),
Node.GetNodeOrNull<T>(NodePath),
Node.GetChild<T>(int, bool),
Node.GetChildOrNull<T>(int, bool),
Node.GetOwner<T>(),
Node.GetOwnerOrNull<T>(),
Node.GetParent<T>(),
Node.GetParentOrNull<T>(),
Node._EnterTree(),
Node._ExitTree(),
Node._GetConfigurationWarnings(),
Node._Input(InputEvent),
Node._PhysicsProcess(double),
Node._Process(double),
Node._Ready(),
Node._ShortcutInput(InputEvent),
Node._UnhandledInput(InputEvent),
Node._UnhandledKeyInput(InputEvent),
Node.PrintOrphanNodes(),
Node.AddSibling(Node, bool),
Node.AddChild(Node, bool, Node.InternalMode),
Node.RemoveChild(Node),
Node.Reparent(Node, bool),
Node.GetChildCount(bool),
Node.GetChildren(bool),
Node.GetChild(int, bool),
Node.HasNode(NodePath),
Node.GetNode(NodePath),
Node.GetNodeOrNull(NodePath),
Node.GetParent(),
Node.FindChild(string, bool, bool),
Node.FindChildren(string, string, bool, bool),
Node.FindParent(string),
Node.HasNodeAndResource(NodePath),
Node.GetNodeAndResource(NodePath),
Node.IsInsideTree(),
Node.IsPartOfEditedScene(),
Node.IsAncestorOf(Node),
Node.IsGreaterThan(Node),
Node.GetPath(),
Node.GetPathTo(Node, bool),
Node.AddToGroup(StringName, bool),
Node.RemoveFromGroup(StringName),
Node.IsInGroup(StringName),
Node.MoveChild(Node, int),
Node.GetGroups(),
Node.GetIndex(bool),
Node.PrintTree(),
Node.PrintTreePretty(),
Node.GetTreeString(),
Node.GetTreeStringPretty(),
Node.PropagateNotification(int),
Node.PropagateCall(StringName, Array, bool),
Node.SetPhysicsProcess(bool),
Node.GetPhysicsProcessDeltaTime(),
Node.IsPhysicsProcessing(),
Node.GetProcessDeltaTime(),
Node.SetProcess(bool),
Node.IsProcessing(),
Node.SetProcessInput(bool),
Node.IsProcessingInput(),
Node.SetProcessShortcutInput(bool),
Node.IsProcessingShortcutInput(),
Node.SetProcessUnhandledInput(bool),
Node.IsProcessingUnhandledInput(),
Node.SetProcessUnhandledKeyInput(bool),
Node.IsProcessingUnhandledKeyInput(),
Node.CanProcess(),
Node.SetDisplayFolded(bool),
Node.IsDisplayedFolded(),
Node.SetProcessInternal(bool),
Node.IsProcessingInternal(),
Node.SetPhysicsProcessInternal(bool),
Node.IsPhysicsProcessingInternal(),
Node.IsPhysicsInterpolated(),
Node.IsPhysicsInterpolatedAndEnabled(),
Node.ResetPhysicsInterpolation(),
Node.SetTranslationDomainInherited(),
Node.GetWindow(),
Node.GetLastExclusiveWindow(),
Node.GetTree(),
Node.CreateTween(),
Node.Duplicate(int),
Node.ReplaceBy(Node, bool),
Node.SetSceneInstanceLoadPlaceholder(bool),
Node.GetSceneInstanceLoadPlaceholder(),
Node.SetEditableInstance(Node, bool),
Node.IsEditableInstance(Node),
Node.GetViewport(),
Node.QueueFree(),
Node.RequestReady(),
Node.IsNodeReady(),
Node.SetMultiplayerAuthority(int, bool),
Node.GetMultiplayerAuthority(),
Node.IsMultiplayerAuthority(),
Node.RpcConfig(StringName, Variant),
Node.GetRpcConfig(),
Node.Atr(string, StringName),
Node.AtrN(string, StringName, int, StringName),
Node.Rpc(StringName, params Variant[]),
Node.Rpc(StringName, ReadOnlySpan<Variant>),
Node.RpcId(long, StringName, params Variant[]),
Node.RpcId(long, StringName, ReadOnlySpan<Variant>),
Node.UpdateConfigurationWarnings(),
Node.CallDeferredThreadGroup(StringName, params Variant[]),
Node.CallDeferredThreadGroup(StringName, ReadOnlySpan<Variant>),
Node.SetDeferredThreadGroup(StringName, Variant),
Node.NotifyDeferredThreadGroup(int),
Node.CallThreadSafe(StringName, params Variant[]),
Node.CallThreadSafe(StringName, ReadOnlySpan<Variant>),
Node.SetThreadSafe(StringName, Variant),
Node.NotifyThreadSafe(int),
Node.EmitSignalReady(),
Node.EmitSignalRenamed(),
Node.EmitSignalTreeEntered(),
Node.EmitSignalTreeExiting(),
Node.EmitSignalTreeExited(),
Node.EmitSignalChildEnteredTree(Node),
Node.EmitSignalChildExitingTree(Node),
Node.EmitSignalChildOrderChanged(),
Node.EmitSignalReplacingBy(Node),
Node.EmitSignalEditorDescriptionChanged(Node),
Node.EmitSignalEditorStateChanged(),
Node.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
Node.HasGodotClassMethod(in godot_string_name),
Node.HasGodotClassSignal(in godot_string_name),
Node.Name,
Node.UniqueNameInOwner,
Node.SceneFilePath,
Node.Owner,
Node.Multiplayer,
Node.ProcessMode,
Node.ProcessPriority,
Node.ProcessPhysicsPriority,
Node.ProcessThreadGroup,
Node.ProcessThreadGroupOrder,
Node.ProcessThreadMessages,
Node.PhysicsInterpolationMode,
Node.AutoTranslateMode,
Node.EditorDescription,
Node.Ready,
Node.Renamed,
Node.TreeEntered,
Node.TreeExiting,
Node.TreeExited,
Node.ChildEnteredTree,
Node.ChildExitingTree,
Node.ChildOrderChanged,
Node.ReplacingBy,
Node.EditorDescriptionChanged,
Node.EditorStateChanged,
GodotObject.NotificationPostinitialize,
GodotObject.NotificationPredelete,
GodotObject.NotificationExtensionReloaded,
GodotObject.InstanceFromId(ulong),
GodotObject.IsInstanceIdValid(ulong),
GodotObject.IsInstanceValid(GodotObject?),
GodotObject.WeakRef(GodotObject?),
GodotObject.Dispose(),
GodotObject.Dispose(bool),
GodotObject.ToString(),
GodotObject.ToSignal(GodotObject, StringName),
GodotObject._Get(StringName),
GodotObject._GetPropertyList(),
GodotObject._IterGet(Variant),
GodotObject._IterInit(Array),
GodotObject._IterNext(Array),
GodotObject._Notification(int),
GodotObject._PropertyCanRevert(StringName),
GodotObject._PropertyGetRevert(StringName),
GodotObject._Set(StringName, Variant),
GodotObject._ValidateProperty(Dictionary),
GodotObject.Free(),
GodotObject.GetClass(),
GodotObject.IsClass(string),
GodotObject.Set(StringName, Variant),
GodotObject.Get(StringName),
GodotObject.SetIndexed(NodePath, Variant),
GodotObject.GetIndexed(NodePath),
GodotObject.GetPropertyList(),
GodotObject.GetMethodList(),
GodotObject.PropertyCanRevert(StringName),
GodotObject.PropertyGetRevert(StringName),
GodotObject.Notification(int, bool),
GodotObject.GetInstanceId(),
GodotObject.SetScript(Variant),
GodotObject.GetScript(),
GodotObject.SetMeta(StringName, Variant),
GodotObject.RemoveMeta(StringName),
GodotObject.GetMeta(StringName, Variant),
GodotObject.HasMeta(StringName),
GodotObject.GetMetaList(),
GodotObject.AddUserSignal(string, Array),
GodotObject.HasUserSignal(StringName),
GodotObject.RemoveUserSignal(StringName),
GodotObject.EmitSignal(StringName, params Variant[]),
GodotObject.EmitSignal(StringName, ReadOnlySpan<Variant>),
GodotObject.Call(StringName, params Variant[]),
GodotObject.Call(StringName, ReadOnlySpan<Variant>),
GodotObject.CallDeferred(StringName, params Variant[]),
GodotObject.CallDeferred(StringName, ReadOnlySpan<Variant>),
GodotObject.SetDeferred(StringName, Variant),
GodotObject.Callv(StringName, Array),
GodotObject.HasMethod(StringName),
GodotObject.GetMethodArgumentCount(StringName),
GodotObject.HasSignal(StringName),
GodotObject.GetSignalList(),
GodotObject.GetSignalConnectionList(StringName),
GodotObject.GetIncomingConnections(),
GodotObject.Connect(StringName, Callable, uint),
GodotObject.Disconnect(StringName, Callable),
GodotObject.IsConnected(StringName, Callable),
GodotObject.HasConnections(StringName),
GodotObject.SetBlockSignals(bool),
GodotObject.IsBlockingSignals(),
GodotObject.NotifyPropertyListChanged(),
GodotObject.SetMessageTranslation(bool),
GodotObject.CanTranslateMessages(),
GodotObject.Tr(StringName, StringName),
GodotObject.TrN(StringName, StringName, int, StringName),
GodotObject.GetTranslationDomain(),
GodotObject.SetTranslationDomain(StringName),
GodotObject.IsQueuedForDeletion(),
GodotObject.CancelFree(),
GodotObject.EmitSignalScriptChanged(),
GodotObject.EmitSignalPropertyListChanged(),
GodotObject.InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant),
GodotObject.HasGodotClassMethod(in godot_string_name),
GodotObject.HasGodotClassSignal(in godot_string_name),
GodotObject.NativeInstance,
GodotObject.ScriptChanged,
GodotObject.PropertyListChanged,
object.Equals(object?),
object.Equals(object?, object?),
object.GetHashCode(),
object.GetType(),
object.MemberwiseClone(),
object.ReferenceEquals(object?, object?),
object.ToString()
Extension Methods
NodeExtensions.FindAncestorOfType<T>(Node),
NodeExtensions.FindNodeOfType<T>(Node)
Properties
Instance
public static BattleEvents Instance { get; }
Property Value
Methods
EmitActionPerformed(CharacterType)
public void EmitActionPerformed(CharacterType character)
Parameters
character CharacterType
EmitActionsDeclared()
public void EmitActionsDeclared()
EmitBattleEnded(bool)
public void EmitBattleEnded(bool victory)
Parameters
victory bool
EmitBattlePaused()
public void EmitBattlePaused()
EmitBattleResultChecked(bool)
public void EmitBattleResultChecked(bool victory)
Parameters
victory bool
EmitBattleResumed()
public void EmitBattleResumed()
EmitBattleStarted(Array, Array)
public void EmitBattleStarted(Array playerTeam, Array enemyTeam)
Parameters
playerTeam Array
enemyTeam Array
EmitCharacterAddedToQueue(CharacterType)
public void EmitCharacterAddedToQueue(CharacterType character)
Parameters
character CharacterType
EmitCharacterInitiativeModified(CharacterType)
public void EmitCharacterInitiativeModified(CharacterType character)
Parameters
character CharacterType
EmitCharacterMovedToEndOfQueue(CharacterType)
public void EmitCharacterMovedToEndOfQueue(CharacterType character)
Parameters
character CharacterType
EmitCharacterRemovedFromQueue(CharacterType)
public void EmitCharacterRemovedFromQueue(CharacterType character)
Parameters
character CharacterType
EmitCharactersPositioned(Array)
public void EmitCharactersPositioned(Array characters)
Parameters
characters Array
EmitCheckNextRound()
public void EmitCheckNextRound()
EmitCheckNextTurn()
public void EmitCheckNextTurn()
EmitEnemiesGenerated(Array)
public void EmitEnemiesGenerated(Array enemies)
Parameters
enemies Array
EmitEnemyActionDeclared(CharacterType)
public void EmitEnemyActionDeclared(CharacterType character)
Parameters
character CharacterType
EmitGameOver()
public void EmitGameOver()
EmitInitiativeQueueCreated(Array)
public void EmitInitiativeQueueCreated(Array queue)
Parameters
queue Array
EmitPlayerActionCancelled(CharacterType)
public void EmitPlayerActionCancelled(CharacterType character)
Parameters
character CharacterType
EmitPlayerActionDeclared(CharacterType)
public void EmitPlayerActionDeclared(CharacterType character)
Parameters
character CharacterType
EmitPlayerEnergyRolled(CharacterType)
public void EmitPlayerEnergyRolled(CharacterType character)
Parameters
character CharacterType
EmitPlayerTargetSelected(CharacterType, CharacterType)
public void EmitPlayerTargetSelected(CharacterType character, CharacterType target)
Parameters
character CharacterType
target CharacterType
EmitRewardsDistributed()
public void EmitRewardsDistributed()
EmitRoundEnded(int)
public void EmitRoundEnded(int roundNumber)
Parameters
roundNumber int
EmitRoundStarted(int)
public void EmitRoundStarted(int roundNumber)
Parameters
roundNumber int
EmitSceneTransitioned()
public void EmitSceneTransitioned()
EmitSignalActionPerformed(CharacterType)
protected void EmitSignalActionPerformed(CharacterType character)
Parameters
character CharacterType
EmitSignalActionsDeclared()
protected void EmitSignalActionsDeclared()
EmitSignalBattleEnded(bool)
protected void EmitSignalBattleEnded(bool victory)
Parameters
victory bool
EmitSignalBattlePaused()
protected void EmitSignalBattlePaused()
EmitSignalBattleResultChecked(bool)
protected void EmitSignalBattleResultChecked(bool victory)
Parameters
victory bool
EmitSignalBattleResumed()
protected void EmitSignalBattleResumed()
EmitSignalBattleStarted(Array, Array)
protected void EmitSignalBattleStarted(Array playerTeam, Array enemyTeam)
Parameters
playerTeam Array
enemyTeam Array
EmitSignalCharacterAddedToQueue(CharacterType)
protected void EmitSignalCharacterAddedToQueue(CharacterType character)
Parameters
character CharacterType
EmitSignalCharacterInitiativeModified(CharacterType)
protected void EmitSignalCharacterInitiativeModified(CharacterType character)
Parameters
character CharacterType
EmitSignalCharacterMovedToEndOfQueue(CharacterType)
protected void EmitSignalCharacterMovedToEndOfQueue(CharacterType character)
Parameters
character CharacterType
EmitSignalCharacterRemovedFromQueue(CharacterType)
protected void EmitSignalCharacterRemovedFromQueue(CharacterType character)
Parameters
character CharacterType
EmitSignalCharactersPositioned(Array)
protected void EmitSignalCharactersPositioned(Array characters)
Parameters
characters Array
EmitSignalCheckNextRound()
protected void EmitSignalCheckNextRound()
EmitSignalCheckNextTurn()
protected void EmitSignalCheckNextTurn()
EmitSignalEnemiesGenerated(Array)
protected void EmitSignalEnemiesGenerated(Array enemies)
Parameters
enemies Array
EmitSignalEnemyActionDeclared(CharacterType)
protected void EmitSignalEnemyActionDeclared(CharacterType character)
Parameters
character CharacterType
EmitSignalGameOver()
protected void EmitSignalGameOver()
EmitSignalInitiativeQueueSetup(Array)
protected void EmitSignalInitiativeQueueSetup(Array queue)
Parameters
queue Array
EmitSignalPlayerActionCancelled(CharacterType)
protected void EmitSignalPlayerActionCancelled(CharacterType character)
Parameters
character CharacterType
EmitSignalPlayerActionDeclared(CharacterType)
protected void EmitSignalPlayerActionDeclared(CharacterType character)
Parameters
character CharacterType
EmitSignalPlayerEnergyRolled(CharacterType)
protected void EmitSignalPlayerEnergyRolled(CharacterType character)
Parameters
character CharacterType
EmitSignalPlayerTargetSelected(CharacterType, CharacterType)
protected void EmitSignalPlayerTargetSelected(CharacterType character, CharacterType target)
Parameters
character CharacterType
target CharacterType
EmitSignalRewardsDistributed()
protected void EmitSignalRewardsDistributed()
EmitSignalRoundEnded(int)
protected void EmitSignalRoundEnded(int roundNumber)
Parameters
roundNumber int
EmitSignalRoundStarted(int)
protected void EmitSignalRoundStarted(int roundNumber)
Parameters
roundNumber int
EmitSignalSceneTransitioned()
protected void EmitSignalSceneTransitioned()
EmitSignalTransitionedToRounds(int)
protected void EmitSignalTransitionedToRounds(int roundNumber)
Parameters
roundNumber int
EmitSignalTurnEnded(CharacterType)
protected void EmitSignalTurnEnded(CharacterType character)
Parameters
character CharacterType
EmitSignalTurnStarted(CharacterType)
protected void EmitSignalTurnStarted(CharacterType character)
Parameters
character CharacterType
EmitSignalTurnsResolved()
protected void EmitSignalTurnsResolved()
EmitTransitionedToRounds(int)
public void EmitTransitionedToRounds(int roundNumber)
Parameters
roundNumber int
EmitTurnEnded(CharacterType)
public void EmitTurnEnded(CharacterType character)
Parameters
character CharacterType
EmitTurnStarted(CharacterType)
public void EmitTurnStarted(CharacterType character)
Parameters
character CharacterType
EmitTurnsResolved()
public void EmitTurnsResolved()
ActionPerformed
public event BattleEvents.ActionPerformedEventHandler ActionPerformed
Event Type
BattleEvents.ActionPerformedEventHandler
ActionsDeclared
public event BattleEvents.ActionsDeclaredEventHandler ActionsDeclared
Event Type
BattleEvents.ActionsDeclaredEventHandler
BattleEnded
public event BattleEvents.BattleEndedEventHandler BattleEnded
Event Type
BattleEvents.BattleEndedEventHandler
BattlePaused
public event BattleEvents.BattlePausedEventHandler BattlePaused
Event Type
BattleEvents.BattlePausedEventHandler
BattleResultChecked
public event BattleEvents.BattleResultCheckedEventHandler BattleResultChecked
Event Type
BattleEvents.BattleResultCheckedEventHandler
BattleResumed
public event BattleEvents.BattleResumedEventHandler BattleResumed
Event Type
BattleEvents.BattleResumedEventHandler
BattleStarted
public event BattleEvents.BattleStartedEventHandler BattleStarted
Event Type
BattleEvents.BattleStartedEventHandler
CharacterAddedToQueue
public event BattleEvents.CharacterAddedToQueueEventHandler CharacterAddedToQueue
Event Type
BattleEvents.CharacterAddedToQueueEventHandler
CharacterInitiativeModified
public event BattleEvents.CharacterInitiativeModifiedEventHandler CharacterInitiativeModified
Event Type
BattleEvents.CharacterInitiativeModifiedEventHandler
CharacterMovedToEndOfQueue
public event BattleEvents.CharacterMovedToEndOfQueueEventHandler CharacterMovedToEndOfQueue
Event Type
BattleEvents.CharacterMovedToEndOfQueueEventHandler
CharacterRemovedFromQueue
public event BattleEvents.CharacterRemovedFromQueueEventHandler CharacterRemovedFromQueue
Event Type
BattleEvents.CharacterRemovedFromQueueEventHandler
CharactersPositioned
public event BattleEvents.CharactersPositionedEventHandler CharactersPositioned
Event Type
BattleEvents.CharactersPositionedEventHandler
CheckNextRound
public event BattleEvents.CheckNextRoundEventHandler CheckNextRound
Event Type
BattleEvents.CheckNextRoundEventHandler
CheckNextTurn
public event BattleEvents.CheckNextTurnEventHandler CheckNextTurn
Event Type
BattleEvents.CheckNextTurnEventHandler
EnemiesGenerated
public event BattleEvents.EnemiesGeneratedEventHandler EnemiesGenerated
Event Type
BattleEvents.EnemiesGeneratedEventHandler
EnemyActionDeclared
public event BattleEvents.EnemyActionDeclaredEventHandler EnemyActionDeclared
Event Type
BattleEvents.EnemyActionDeclaredEventHandler
GameOver
public event BattleEvents.GameOverEventHandler GameOver
Event Type
BattleEvents.GameOverEventHandler
InitiativeQueueSetup
public event BattleEvents.InitiativeQueueSetupEventHandler InitiativeQueueSetup
Event Type
BattleEvents.InitiativeQueueSetupEventHandler
PlayerActionCancelled
public event BattleEvents.PlayerActionCancelledEventHandler PlayerActionCancelled
Event Type
BattleEvents.PlayerActionCancelledEventHandler
PlayerActionDeclared
public event BattleEvents.PlayerActionDeclaredEventHandler PlayerActionDeclared
Event Type
BattleEvents.PlayerActionDeclaredEventHandler
PlayerEnergyRolled
public event BattleEvents.PlayerEnergyRolledEventHandler PlayerEnergyRolled
Event Type
BattleEvents.PlayerEnergyRolledEventHandler
PlayerTargetSelected
public event BattleEvents.PlayerTargetSelectedEventHandler PlayerTargetSelected
Event Type
BattleEvents.PlayerTargetSelectedEventHandler
RewardsDistributed
public event BattleEvents.RewardsDistributedEventHandler RewardsDistributed
Event Type
BattleEvents.RewardsDistributedEventHandler
RoundEnded
public event BattleEvents.RoundEndedEventHandler RoundEnded
Event Type
BattleEvents.RoundEndedEventHandler
RoundStarted
public event BattleEvents.RoundStartedEventHandler RoundStarted
Event Type
BattleEvents.RoundStartedEventHandler
SceneTransitioned
public event BattleEvents.SceneTransitionedEventHandler SceneTransitioned
Event Type
BattleEvents.SceneTransitionedEventHandler
TransitionedToRounds
public event BattleEvents.TransitionedToRoundsEventHandler TransitionedToRounds
Event Type
BattleEvents.TransitionedToRoundsEventHandler
TurnEnded
public event BattleEvents.TurnEndedEventHandler TurnEnded
Event Type
BattleEvents.TurnEndedEventHandler
TurnStarted
public event BattleEvents.TurnStartedEventHandler TurnStarted
Event Type
BattleEvents.TurnStartedEventHandler
TurnsResolved
public event BattleEvents.TurnsResolvedEventHandler TurnsResolved