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Class AnimationTriggersSystem

Plays animations when a structure gets placed, destroyed, enhanced or upgraded

Hierarchy

Index

Constructors

constructor

Methods

draw

  • draw(): void
  • Does not actually draw, only resets particle count

    Returns void

internalCheckShouldSpawnAnimation

  • internalCheckShouldSpawnAnimation(entity: any): boolean
  • Parameters

    • entity: any

    Returns boolean

internalHasBudget

  • internalHasBudget(): boolean
  • Returns if we have the budget to spawn an animation

    Returns boolean

onStreetPlaced

  • onStreetPlaced(x: any, y: any): void
  • Parameters

    • x: any
    • y: any

    Returns void

onStructureDestroyed

  • onStructureDestroyed(entity: any): void
  • Parameters

    • entity: any

    Returns void

onStructureEnhanced

  • onStructureEnhanced(entity: any): void
  • Parameters

    • entity: any

    Returns void

onStructurePlaced

  • onStructurePlaced(entity: any): void
  • Parameters

    • entity: any

    Returns void

onStructureUpgraded

  • onStructureUpgraded(entity: any): void
  • Parameters

    • entity: any

    Returns void

playStructureEnhancedAnimation

  • playStructureEnhancedAnimation(position: any): void
  • Parameters

    • position: any

    Returns void

playStructurePlacedAnimation

  • playStructurePlacedAnimation(position: any): void
  • Parameters

    • position: any

    Returns void

playStructureUpgradedAnimation

  • playStructureUpgradedAnimation(position: any): void
  • Parameters

    • position: any

    Returns void

startDraw

  • startDraw(parameters: any): void
  • see

    GameSystem.draw Wrapper arround the draw method

    Parameters

    • parameters: any

    Returns void

update

  • update(): void
  • Updates the game system, override to perform logic

    Returns void