gecco.game.dke
Class LockDuringIndirectFireDelayAction
java.lang.Object
|
+--gecco.server.core.Action
|
+--gecco.game.dke.DelayAction
|
+--gecco.game.dke.LockDuringIndirectFireDelayAction
- public class LockDuringIndirectFireDelayAction
- extends DelayAction
LockDuringIndirectFireDelayAction.java
Created: Mon Mar 10 13:32:35 2003
- Author:
Methods inherited from class gecco.server.core.Action |
canSeePosition, getActionDefinition, getActionHandle, getArgumentUnit, getArgumentX, getArgumentY, getAutomatonState, getCooperativeUnits, getId, getNewActionHandle, getUnit, getUnitHandle, initiate, initiate, initiate, initiate, isInstantaneous, isOutsideMap, prepareAbortion, sendEventToAutomaton, sendEventToUnit, setActionDefinition, setArgumentUnit, setArgumentX, setArgumentY, setInstantaneous |
Methods inherited from class java.lang.Object |
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
LockDuringIndirectFireDelayAction
public LockDuringIndirectFireDelayAction(int unitHandle)
checkPoint
public ActionReturn checkPoint()
- Description copied from class:
Action
- This method is called periodically by the game engine.
- Specified by:
checkPoint
in class Action
- Returns:
- An object of type ActionReturn, which encapsulates data about
the status of the action after the checkpoint. Different instances
of the class ActionReturn should be returned depending on whether
the action is completed, aborted, or if the action should be
requeued and the checkpoint method called again at some time later.