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nc:objects [2012/03/07 00:11]
jesper
nc:objects [2012/03/08 23:57] (current)
jesper
Line 1: Line 1:
-objects: +Obsolete...
- +
-=== Connection === +
-Master class of each connection on the playing fieldExtends whatever unity uses as a mesh object thingy, if thats possible +
-==vars:== +
-  * boolean active +
-  * Connection Array IN +
-  * Connection Array OUT +
-==functions:​== +
-  * void trigger(Connection source) - trigger(this) on each of OUT, active = true +
-  * void deactivate(Connection source) - deactivate(this) on each of OUT, active = false +
- +
-=== Pulser === +
-extends Connection +
-==functions:​== +
-  * override void trigger(Connection source) - super() and lose one pulse +
- +
-=== Node === +
-extends Connection +
-==vars:== +
-  * int owner = 0|1|2 (0 = noone, 1 = me, 2 = opponent). +
-==functions:​== +
-  * void trigger(Connection source, own) - trigger(source) and set owner to own, update score **(extended function! not overridden!)** +
- +
-=== Splitter ===  +
-extends Connection +
-==functions:​== +
-  * override void trigger(Connection source) - if all IN's are active, trigger(this) for all OUT's. +
- +
-=== Joiner ===  +
-extends Connection +
-==functions:​== +
-  * override void deactivate(Connection source) - if all IN's are not active, deactivate(this) for all OUT'​s. +
- +
-== Switcher ==  +
-extends Connection +
-Special object, when placed, should always be last on the line, and should always connect to a node. +
-vars:  +
-  * Node node +
-functions:​ +
-  * override void trigger(Connection source) - node.trigger(this,​ 2);+