public class Unit
extends Object
Modifier and Type | Method and Description |
---|---|
int |
protoCount(string typeName)
Deprecated.
|
void |
tis(string protoName,
int traincount)
Just like trainInSelected, but more abbreviated.
|
void |
tisID(int protoID,
int traincount)
Just like trainInSelected, but more abbreviated because it takes a protoID.
|
void |
trainByID(int protoUnitID,
int trainingUnitID,
int playerID)
Start the training of a unit of ProtoUnitID from TrainingUnitID.
|
void |
trainCancelByButtonIndex(int buttonIndex,
int trainingUnitID,
int playerID)
Cancels the training of a unit from TrainingUnitID at the given index.
|
void |
trainInSelected(string protoName,
int traincount)
Tries to train the selected unit type in any valid selected unit.
|
void |
uiBuildAtPointer()
Instructs the currently selected unit(s) to build the currently active cursor protounit at the pointer location.
|
void |
uiClearCursor()
Resets the cursor back to the basic pointer.
|
void |
uiDecPlaceVariation()
Decrements the variation to place.
|
void |
uiDeleteSelectedUnit(int keyState)
Deletes selected unit.
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void |
uiDeleteUnits(int keyState)
Indicates that the delete units button has gone up/down.
|
void |
uiIncPlaceVariation()
Increments the variation to place.
|
void |
uiMoveUnitBackward(int keyState)
Indicates that the move unit backward key has gone up/down.
|
void |
uiMoveUnitDown(int keyState)
Indicates that the move unit down key has gone up/down.
|
void |
uiMoveUnitForward(int keyState)
Indicates that the move unit forward key has gone up/down.
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void |
uiMoveUnitLeft(int keyState)
Indicates that the move unit left key has gone up/down.
|
void |
uiMoveUnitRight(int keyState)
Indicates that the move unit right key has gone up/down.
|
void |
uiMoveUnitUp(int keyState)
Indicates that the move unit up key has gone up/down.
|
void |
uiPitchUnitDown(int keyState)
Indicates that the pitch unit down key has gone up/down.
|
void |
uiPitchUnitUp(int keyState)
Indicates that the pitch unit up key has gone up/down.
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void |
uiPlaceAtPointer(bool changeVariation)
Places the currently active cursor protounit.
|
void |
uiRemoveSelectedUnit(int unitID)
Removes specified unit, or selected unit if not ID is specified.
|
void |
uiRollUnitLeft(int keyState)
Indicates that the roll unit left key has gone up/down.
|
void |
uiRollUnitRight(int keyState)
Indicates that the roll unit right key has gone up/down.
|
void |
uiRotateSelection()
Rotates the selected unit.
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void |
uiScaleUnitDown(int keyState)
Indicates that the unit scale down key has gone up/down.
|
void |
uiScaleUnitUp(int keyState)
Indicates that the unit scale up key has gone up/down.
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void |
uiSetProtoCursor(string protoName,
bool setPlacement)
Sets the cursor to a ProtoUnit.
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void |
uiSetProtoCursorID(int protoID)
Sets the cursor to a ProtoUnit.
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void |
uiSetProtoID(int type)
Sets the cursor to a ProtoUnitID.
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void |
uiStopSelectedUnits()
Stop selected units.
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void |
uiSummonWorkersToSelectedUnit()
Issues a command to all workers to work on the currently selected building.
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void |
uiToggleBuildingQueue()
Toggles whether the current building does repeat building on its train queue.
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void |
uiTransformSelectedUnit(string protoName)
Transforms the selected unit into the specified ProtoUnit.
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void |
uiUnbuildSelectedUnit()
Enter unbuild mode with selected building.
|
void |
uiUnbuildSelectedUnitAtPointer()
Actually unbuild selected building.
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void |
uiWheelRotatePlacedUnit()
Rotate placed unit with wheel, i.e.
|
void |
uiWorkAtPointer()
Issues a work (e.g.
|
void |
uiYawUnitLeft(int keyState)
Indicates that the yaw unit left key has gone up/down.
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void |
uiYawUnitRight(int keyState)
Indicates that the yaw unit right key has gone up/down.
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void |
unitData(int UnitID)
Deprecated.
|
void |
unitIncVariation(int unitID)
Increments the current variation of the given unitID (current selected unit(s) if unitID is -1).
|
void |
unitReturnToWork()
Issues a return to work for the selected unit(s).
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void |
unitSetFormationBox()
Sets the formation for all selected units to box.
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void |
unitSetFormationDefault()
Sets the formation for all selected units to line.
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void |
unitSetFormationMixed()
Sets the formation for all selected units to mixed.
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void |
unitSetFormationSpread()
Sets the formation for all selected units to spread.
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void |
unitSetStanceAggressive()
Sets the unit stance for all selected units to aggressive.
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void |
unitSetStanceDefensive()
Sets the unit stance for all selected units to defensive.
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void |
unitSetStancePassive()
Sets the unit stance for all selected units to passive.
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void |
unitSetVariation(int unitID)
Decrements the current variation of the given unitID (current selected unit(s) if unitID is -1).
|
void |
unitSetVariation(int variation,
int unitID)
Sets the current variation of the given UnitID (current selected unit(s) if unitID is -1).
|
void |
unitTownBell()
Issues a town bell for the selected unit(s).
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public void unitData(int UnitID)
public void unitSetVariation(int variation, int unitID)
public void unitIncVariation(int unitID)
public void unitSetVariation(int unitID)
public void unitSetStanceAggressive()
public void unitSetStanceDefensive()
public void unitSetStancePassive()
public void unitSetFormationDefault()
public void unitSetFormationBox()
public void unitSetFormationMixed()
public void unitSetFormationSpread()
public void unitTownBell()
public void unitReturnToWork()
public void uiSetProtoID(int type)
public void uiIncPlaceVariation()
public void uiDecPlaceVariation()
public void uiSetProtoCursor(string protoName, bool setPlacement)
public void uiSetProtoCursorID(int protoID)
public void uiClearCursor()
public void uiBuildAtPointer()
uiSetProtoCursor(string, bool)
,
uiPlaceAtPointer(bool)
public void uiPlaceAtPointer(bool changeVariation)
uiSetProtoCursor(string, bool)
,
uiBuildAtPointer()
public void uiYawUnitRight(int keyState)
public void uiYawUnitLeft(int keyState)
public void uiPitchUnitDown(int keyState)
public void uiPitchUnitUp(int keyState)
public void uiRollUnitRight(int keyState)
public void uiRollUnitLeft(int keyState)
public void uiMoveUnitForward(int keyState)
public void uiMoveUnitBackward(int keyState)
public void uiMoveUnitRight(int keyState)
public void uiMoveUnitLeft(int keyState)
public void uiMoveUnitUp(int keyState)
public void uiMoveUnitDown(int keyState)
public void uiWheelRotatePlacedUnit()
public void uiTransformSelectedUnit(string protoName)
public int protoCount(string typeName)
public void uiToggleBuildingQueue()
public void uiSummonWorkersToSelectedUnit()
public void trainByID(int protoUnitID, int trainingUnitID, int playerID)
public void trainInSelected(string protoName, int traincount)
public void tis(string protoName, int traincount)
public void tisID(int protoID, int traincount)
public void trainCancelByButtonIndex(int buttonIndex, int trainingUnitID, int playerID)
public void uiDeleteSelectedUnit(int keyState)
public void uiRemoveSelectedUnit(int unitID)
public void uiStopSelectedUnits()
public void uiUnbuildSelectedUnit()
public void uiUnbuildSelectedUnitAtPointer()
public void uiScaleUnitDown(int keyState)
public void uiScaleUnitUp(int keyState)
public void uiWorkAtPointer()
public void uiRotateSelection()
public void uiDeleteUnits(int keyState)