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Interface IUnitType

important. Each player must have its own unit type unit associated with him. Even if two players are same race, implementors need to duplicate unittypes for each of them

Hierarchy

Index

Properties

Optional childOf

childOf: string[]

if this value is set, then the unit wont be shown in the unit panel first level , but just wneh you click a parent unit. clicking a parent unit has different effect: it will show a second container with children unit buttons inside.

Optional custom

custom: any

so users can include additional information. They implement almost everything and probably can put more data for easy edition

Optional description

description: string

Optional extraDescriptionProperties

extraDescriptionProperties: object[]

if implementors want to show extra properties when user select units in the UnitSelection panel he ca add them here. The value is html string

icon

icon: string

Optional id

id: string

image

image: string

Optional isBase

isBase: boolean

Optional isNotAddableToBoard

isNotAddableToBoard: boolean

some concepts like technologies or spells could be represented as units. WHen clicking the button of normal units, the button will be "toggled" and clicking on the board will create that unit. In the case of units isNotAddableToBoard button wont be toggle, and the unit will be added virtually, with no relationship with the board and just a NEW_UNIT_ADDED event so implementors can react.

Optional name

name: string

properties

properties: IUnitProperties

Optional timestamp

timestamp: number

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