Class TCastleDamage
Unit
Declaration
type TCastleDamage = class(TCastleComponent)
Description
Damage done by something (like short-range attack of TCastleMoveAttack or missile impact of TCastleMissile).
Source: scene/castlelivingbehaviors_damage.inc (line 22).
Hierarchy
- TObject
- TPersistent
- TComponent
- TCastleComponent
- TCastleDamage
Overview
Fields
| Public | nested const DefaultDamageConst = 0.0; |
| Public | nested const DefaultDamageRandom = 0.0; |
| Public | nested const DefaultKnockbackDistance = 0.0; |
Methods
| Public | constructor Create(AOwner: TComponent); override; |
Properties
| Published | property DamageConst: Single
read FDamageConst write FDamageConst
default DefaultDamageConst; |
| Published | property DamageRandom: Single
read FDamageRandom write FDamageRandom
default DefaultDamageRandom; |
| Published | property KnockbackDistance: Single
read FKnockbackDistance write FKnockbackDistance
default DefaultKnockbackDistance; |
Description
Fields
| Public | nested const DefaultDamageConst = 0.0; |
|
This item has no description. | |
| Public | nested const DefaultDamageRandom = 0.0; |
|
This item has no description. | |
| Public | nested const DefaultKnockbackDistance = 0.0; |
|
This item has no description. | |
Methods
| Public | constructor Create(AOwner: TComponent); override; |
|
This item has no description. | |
Properties
| Published | property DamageConst: Single
read FDamageConst write FDamageConst
default DefaultDamageConst; |
|
Constant damage. Decreases the victim's TCastleLiving.Life by a constant amount. The complete damage dealt is a random float in the range Both | |
| Published | property DamageRandom: Single
read FDamageRandom write FDamageRandom
default DefaultDamageRandom; |
|
Random damage. Decreases the victim's TCastleLiving.Life by a random amount. The complete damage dealt is a random float in the range Both DamageConst and | |
| Published | property KnockbackDistance: Single
read FKnockbackDistance write FKnockbackDistance
default DefaultKnockbackDistance; |
|
Attack knockback (how far will the victim be pushed back) done by the short-range attack. Must be >= 0. Value equal exactly 0 disables any knockback. | |
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