Class RoundController
Namespace: DiceRolling.Controllers
Assembly: dice-rolling.dll
Gerencia o fluxo de rounds da batalha.
[GlobalClass]
[ScriptPath("res://controllers/battle/RoundController.cs")]
public class RoundController : Node, IDisposable
Inheritance
object ← GodotObject ← Node ← RoundController
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)
Remarks
O RoundController
é responsável por coordenar a progressão da batalha, garantindo que cada round siga a sequência correta de fases.
Phase 2: Gestão dos rounds | Controle do início, progresso e término dos rounds |
---|---|
Properties
CurrentRound
public int CurrentRound { get; }
Property Value
CurrentRoundState
public RoundState CurrentRoundState { get; }
Property Value
Methods
EndRound()
public void EndRound()
StartRound()
public void StartRound()
StartTurnsResolutionPhase()
public void StartTurnsResolutionPhase()
_ExitTree()
Called when the node is about to leave the
public override void _ExitTree()
_Ready()
Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their @onready
annotation for variables.
Usually used for initialization. For even earlier initialization,
public override void _Ready()