Staged class final

A level, spawned, with somebody standing in it ready to be stepped.

Constructors

Staged({required EcsWorld entities, required ProjectileSystem projectiles, required ActorSystem actors, required MechanismWorld mechanisms, required Hitscan hitscan, required WeaponShot shot, required Player player, required GameSimulation sim, required Vector3 start, required List<LevelIssue> navIssues})
const

Properties

actors → ActorSystem
final
entities → EcsWorld
One entity world for everything that has moved onto components, so that one save covers the lot. Two would be a save covering half the game.
final
hashCode → int
The hash code for this object.
no setterinherited
hitscan → Hitscan
One ray-caster shared by the player's shots and the monsters', because there is one world and a second would be a second answer about it.
final
mechanisms → MechanismWorld
final
What baking the navigation grid had to say. Reported by the caller rather than printed here: a test wants to assert on them and an application wants to log them, and neither wants the other's choice made for it.
final
player → Player
final
projectiles → ProjectileSystem
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
shot → WeaponShot
Reused between shots rather than made fresh — see WeaponShot.
final
sim → GameSimulation
final
start → Vector3
The authored spawn point — where the feet go, not where the body's middle is. Kept because the camera and the yaw both want it.
final

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited