GameServer
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継承メンバを含む Anpan の全メンバ一覧です。
AddBuff(u32 BuffId) | CharacterBase | |
Anpan(const Vector3D &InPosition, u32 InMasterId) | Anpan | |
ApplyDamage(u32 Value) | CharacterBase | |
AttackTo(CharacterPtr pTarget, u32 SkillId) | Anpan | |
ChangeEquipData(u32 RightEquipId, u32 LeftEquipId) | CharacterBase | protected |
CharacterBase() | CharacterBase | |
GetAIId() const | Anpan | inline |
GetArea() const | CharacterBase | inline |
GetCenterVec() const | CharacterBase | |
GetCharacterType() const | Anpan | inlinevirtual |
GetDropId() const | Anpan | inlinevirtual |
GetExp() const | Anpan | inlinevirtual |
GetLevel() const | CharacterBase | inline |
GetMasterId() const | Anpan | inline |
GetParameter() const | CharacterBase | inline |
GetPosition() const | CharacterBase | inline |
GetRadius() const | Anpan | inline |
GetRotation() const | CharacterBase | inline |
GetUuid() const | CharacterBase | inline |
Heal(u32 Value) | CharacterBase | |
IsDead() const | CharacterBase | inline |
IsEquiped(u32 EquipId) const | CharacterBase | |
IsParalysis() const | CharacterBase | |
IsRecasting(u32 SkillId) const | CharacterBase | inline |
IsSkillActive() const | CharacterBase | inline |
IsSkillAutoMoving() const | CharacterBase | inline |
IsSkillCasting() const | CharacterBase | inline |
Move(const Vector3D &MoveValue) | CharacterBase | |
OnBuffAdded(u32 BuffId) | Anpan | virtual |
OnBuffRemoved(u8 BuffType) | CharacterBase | inlinevirtual |
OnSkillReceived(CharacterPtr pCharacter, const SkillItem *pSkill) | Anpan | virtual |
Poll(s32 DeltaTime) | CharacterBase | |
Position | CharacterBase | protected |
Recast | CharacterBase | protected |
Respawn() | CharacterBase | |
Rot | CharacterBase | protected |
Rotate(float RotateValue) | CharacterBase | |
SetArea(const AreaPtr &pInArea) | CharacterBase | inline |
SetParameter(u32 Level, u32 Hp, u32 MaxHp, u32 Str, u32 Def, u32 Int, u32 Mnd, u32 Vit, bool bIsVitAffectMaxHp) | CharacterBase | inlineprotected |
SetPosition(const Vector3D &MoveTarget) | CharacterBase | |
SetRotate(const Rotation &TargetRotation) | CharacterBase | |
SetUuid(u32 InUuid) | CharacterBase | inline |
Skill | CharacterBase | protected |
StartRecast(u32 SkillId) | CharacterBase | |
Update(int DeltaTime) | Anpan | protectedvirtual |
UseSkill(u32 SkillId, CharacterPtr pTarget) | CharacterBase | |
~Anpan() | Anpan | inlinevirtual |
~CharacterBase() | CharacterBase | inlinevirtual |