Class Map1
- Namespace
- AshesOfVelsingrad
- Assembly
- Ashes of Velsingrad.dll
[ScriptPath("res://scripts/data/Map1.cs")]
public sealed class Map1 : MapSystem, IDisposable
- Inheritance
-
GodotObjectNodeNode3DGridMapMap1
- Implements
- Inherited Members
-
GridMap.InvalidCellItemGridMap.SetNavigationMap(Rid)GridMap.GetNavigationMap()GridMap.GetCellItem(Vector3I)GridMap.GetCellItemOrientation(Vector3I)GridMap.GetCellItemBasis(Vector3I)GridMap.GetOrthogonalIndexFromBasis(Basis)GridMap.LocalToMap(Vector3)GridMap.MapToLocal(Vector3I)GridMap.ResourceChanged(Resource)GridMap.Clear()GridMap.GetUsedCells()GridMap.GetMeshes()GridMap.GetBakeMeshes()GridMap.ClearBakedMeshes()GridMap.MeshLibraryGridMap.PhysicsMaterialGridMap.CellSizeGridMap.CellOctantSizeGridMap.CellCenterXGridMap.CellCenterYGridMap.CellCenterZGridMap.CellScaleGridMap.CollisionLayerGridMap.CollisionMaskGridMap.CollisionPriorityGridMap.BakeNavigationGridMap.CellSizeChangedGridMap.ChangedNode3D.NotificationTransformChangedNode3D.NotificationEnterWorldNode3D.NotificationExitWorldNode3D.NotificationVisibilityChangedNode3D.NotificationLocalTransformChangedNode3D.GetGlobalTransformInterpolated()Node3D.GetParentNode3D()Node3D.IsScaleDisabled()Node3D.GetWorld3D()Node3D.ForceUpdateTransform()Node3D.UpdateGizmos()Node3D.AddGizmo(Node3DGizmo)Node3D.GetGizmos()Node3D.ClearGizmos()Node3D.ClearSubgizmoSelection()Node3D.IsVisibleInTree()Node3D.Show()Node3D.Hide()Node3D.IsLocalTransformNotificationEnabled()Node3D.IsTransformNotificationEnabled()Node3D.GlobalScale(Vector3)Node3D.GlobalTranslate(Vector3)Node3D.ScaleObjectLocal(Vector3)Node3D.TranslateObjectLocal(Vector3)Node3D.Translate(Vector3)Node3D.Orthonormalize()Node3D.SetIdentity()Node3D.ToLocal(Vector3)Node3D.ToGlobal(Vector3)Node3D.TransformNode3D.GlobalTransformNode3D.PositionNode3D.RotationNode3D.RotationDegreesNode3D.QuaternionNode3D.BasisNode3D.ScaleNode3D.RotationEditModeNode3D.RotationOrderNode3D.TopLevelNode3D.GlobalPositionNode3D.GlobalBasisNode3D.GlobalRotationNode3D.GlobalRotationDegreesNode3D.VisibleNode3D.VisibilityParentNode3D.VisibilityChangedNode.NotificationEnterTreeNode.NotificationExitTreeNode.NotificationMovedInParentNode.NotificationReadyNode.NotificationPausedNode.NotificationUnpausedNode.NotificationPhysicsProcessNode.NotificationProcessNode.NotificationParentedNode.NotificationUnparentedNode.NotificationSceneInstantiatedNode.NotificationDragBeginNode.NotificationDragEndNode.NotificationPathRenamedNode.NotificationChildOrderChangedNode.NotificationInternalProcessNode.NotificationInternalPhysicsProcessNode.NotificationPostEnterTreeNode.NotificationDisabledNode.NotificationEnabledNode.NotificationResetPhysicsInterpolationNode.NotificationEditorPreSaveNode.NotificationEditorPostSaveNode.NotificationWMMouseEnterNode.NotificationWMMouseExitNode.NotificationWMWindowFocusInNode.NotificationWMWindowFocusOutNode.NotificationWMCloseRequestNode.NotificationWMGoBackRequestNode.NotificationWMSizeChangedNode.NotificationWMDpiChangeNode.NotificationVpMouseEnterNode.NotificationVpMouseExitNode.NotificationWMPositionChangedNode.NotificationOsMemoryWarningNode.NotificationTranslationChangedNode.NotificationWMAboutNode.NotificationCrashNode.NotificationOsImeUpdateNode.NotificationApplicationResumedNode.NotificationApplicationPausedNode.NotificationApplicationFocusInNode.NotificationApplicationFocusOutNode.NotificationTextServerChangedNode.NotificationAccessibilityUpdateNode.NotificationAccessibilityInvalidateNode.GetNode<T>(NodePath)Node.GetNodeOrNull<T>(NodePath)Node.GetOwner<T>()Node.GetOwnerOrNull<T>()Node.GetParent<T>()Node.GetParentOrNull<T>()Node._EnterTree()Node._GetAccessibilityConfigurationWarnings()Node._GetConfigurationWarnings()Node._GetFocusedAccessibilityElement()Node._Input(InputEvent)Node._ShortcutInput(InputEvent)Node._UnhandledInput(InputEvent)Node._UnhandledKeyInput(InputEvent)Node.PrintOrphanNodes()Node.GetOrphanNodeIds()Node.RemoveChild(Node)Node.HasNode(NodePath)Node.GetNode(NodePath)Node.GetNodeOrNull(NodePath)Node.GetParent()Node.HasNodeAndResource(NodePath)Node.GetNodeAndResource(NodePath)Node.IsInsideTree()Node.IsPartOfEditedScene()Node.IsAncestorOf(Node)Node.IsGreaterThan(Node)Node.GetPath()Node.RemoveFromGroup(StringName)Node.IsInGroup(StringName)Node.GetGroups()Node.PrintTree()Node.PrintTreePretty()Node.GetTreeString()Node.GetTreeStringPretty()Node.GetPhysicsProcessDeltaTime()Node.IsPhysicsProcessing()Node.GetProcessDeltaTime()Node.IsProcessing()Node.IsProcessingInput()Node.IsProcessingShortcutInput()Node.IsProcessingUnhandledInput()Node.IsProcessingUnhandledKeyInput()Node.CanProcess()Node.QueueAccessibilityUpdate()Node.GetAccessibilityElement()Node.IsDisplayedFolded()Node.IsProcessingInternal()Node.IsPhysicsProcessingInternal()Node.IsPhysicsInterpolated()Node.IsPhysicsInterpolatedAndEnabled()Node.ResetPhysicsInterpolation()Node.CanAutoTranslate()Node.SetTranslationDomainInherited()Node.GetWindow()Node.GetLastExclusiveWindow()Node.GetTree()Node.CreateTween()Node.GetSceneInstanceLoadPlaceholder()Node.IsEditableInstance(Node)Node.GetViewport()Node.QueueFree()Node.RequestReady()Node.IsNodeReady()Node.GetMultiplayerAuthority()Node.IsMultiplayerAuthority()Node.RpcConfig(StringName, Variant)Node.GetNodeRpcConfig()Node.Rpc(StringName, params Variant[])Node.UpdateConfigurationWarnings()Node.CallDeferredThreadGroup(StringName, params Variant[])Node.SetDeferredThreadGroup(StringName, Variant)Node.CallThreadSafe(StringName, params Variant[])Node.SetThreadSafe(StringName, Variant)Node.NameNode.UniqueNameInOwnerNode.SceneFilePathNode.OwnerNode.MultiplayerNode.ProcessModeNode.ProcessPriorityNode.ProcessPhysicsPriorityNode.ProcessThreadGroupNode.ProcessThreadGroupOrderNode.ProcessThreadMessagesNode.PhysicsInterpolationModeNode.AutoTranslateModeNode.EditorDescriptionNode.ReadyNode.RenamedNode.TreeEnteredNode.TreeExitingNode.TreeExitedNode.ChildEnteredTreeNode.ChildExitingTreeNode.ChildOrderChangedNode.ReplacingByNode.EditorDescriptionChangedNode.EditorStateChangedGodotObject.NotificationPostinitializeGodotObject.NotificationPredeleteGodotObject.NotificationExtensionReloadedGodotObject.IsInstanceValid(GodotObject)GodotObject.WeakRef(GodotObject)GodotObject.Dispose()GodotObject.ToString()GodotObject.ToSignal(GodotObject, StringName)GodotObject._Get(StringName)GodotObject._GetPropertyList()GodotObject._IterGet(Variant)GodotObject._IterInit(Array)GodotObject._IterNext(Array)GodotObject._PropertyCanRevert(StringName)GodotObject._PropertyGetRevert(StringName)GodotObject._Set(StringName, Variant)GodotObject._ValidateProperty(Dictionary)GodotObject.Free()GodotObject.GetClass()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.GetInstanceId()GodotObject.SetScript(Variant)GodotObject.GetScript()GodotObject.SetMeta(StringName, Variant)GodotObject.RemoveMeta(StringName)GodotObject.GetMeta(StringName, Variant)GodotObject.HasMeta(StringName)GodotObject.GetMetaList()GodotObject.HasUserSignal(StringName)GodotObject.RemoveUserSignal(StringName)GodotObject.EmitSignal(StringName, params Variant[])GodotObject.Call(StringName, params Variant[])GodotObject.CallDeferred(StringName, params 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.Disconnect(StringName, Callable)GodotObject.IsConnected(StringName, Callable)GodotObject.HasConnections(StringName)GodotObject.IsBlockingSignals()GodotObject.NotifyPropertyListChanged()GodotObject.CanTranslateMessages()GodotObject.Tr(StringName, StringName)GodotObject.GetTranslationDomain()GodotObject.SetTranslationDomain(StringName)GodotObject.IsQueuedForDeletion()GodotObject.CancelFree()GodotObject.NativeInstanceGodotObject.ScriptChangedGodotObject.PropertyListChanged
Methods
PlaceUnits(List<UnitSystem>, List<UnitSystem>)
Place every unit in the map.
public override void PlaceUnits(List<UnitSystem> playerUnits, List<UnitSystem> enemyUnits)
Parameters
playerUnitsList<UnitSystem>List of every unit of the player
enemyUnitsList<UnitSystem>List of every enemy on the maps
Remarks
It must be called only for the class initialization.