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, })
-
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