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<title>Castle Game Engine: CastleCreatures: Class TWalkAttackCreature</title>
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<a name="TWalkAttackCreature"></a><h1 class="cio">Class TWalkAttackCreature</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleCreatures.html">CastleCreatures</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TWalkAttackCreature = class(<a class="normal" href="CastleCreatures.TCreature.html">TCreature</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Creature using <a class="normal" href="CastleCreatures.TWalkAttackCreatureResource.html">TWalkAttackCreatureResource</a>.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TComponent</li>
<li class="ancestor"><a class="normal" href="Castle3D.T3D.html">T3D</a></li>
<li class="ancestor"><a class="normal" href="Castle3D.T3DList.html">T3DList</a></li>
<li class="ancestor"><a class="normal" href="Castle3D.T3DCustomTransform.html">T3DCustomTransform</a></li>
<li class="ancestor"><a class="normal" href="Castle3D.T3DOrient.html">T3DOrient</a></li>
<li class="ancestor"><a class="normal" href="Castle3D.T3DAlive.html">T3DAlive</a></li>
<li class="ancestor"><a class="normal" href="CastleCreatures.TCreature.html">TCreature</a></li>
<li class="thisitem">TWalkAttackCreature</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="itemcode"><code><b><a href="CastleCreatures.TWalkAttackCreature.html#HasLastSensedEnemy">HasLastSensedEnemy</a></b>: boolean;</code></td>
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<td class="itemcode"><code><b><a href="CastleCreatures.TWalkAttackCreature.html#LastSensedEnemy">LastSensedEnemy</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleCreatures.TWalkAttackCreature.html#LastSensedEnemySector">LastSensedEnemySector</a></b>: <a href="CastleSectors.TSector.html">TSector</a>;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>procedure <b><a href="CastleCreatures.TWalkAttackCreature.html#SetState">SetState</a></b>(Value: <a href="CastleCreatures.html#TCreatureState">TCreatureState</a>); virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCreatures.TWalkAttackCreature.html#SetLife">SetLife</a></b>(const Value: Single); override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TWalkAttackCreature.html#DebugCaption">DebugCaption</a></b>: <a href="CastleStringUtils.TCastleStringList.html">TCastleStringList</a>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TWalkAttackCreature.html#Enemy">Enemy</a></b>: <a href="Castle3D.T3DAlive.html">T3DAlive</a>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TWalkAttackCreature.html#GetChild">GetChild</a></b>: <a href="Castle3D.T3D.html">T3D</a>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCreatures.TWalkAttackCreature.html#Attack">Attack</a></b>; virtual;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCreatures.TWalkAttackCreature.html#FireMissile">FireMissile</a></b>; virtual;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleCreatures.TWalkAttackCreature.html#Create">Create</a></b>(AOwner: TComponent; const AMaxLife: Single); override;</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleCreatures.TWalkAttackCreature.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCreatures.TWalkAttackCreature.html#Resource">Resource</a></b>: <a href="CastleCreatures.TWalkAttackCreatureResource.html">TWalkAttackCreatureResource</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCreatures.TWalkAttackCreature.html#Update">Update</a></b>(const SecondsPassed: Single; var RemoveMe: <a href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCreatures.TWalkAttackCreature.html#Render">Render</a></b>(const Frustum: <a href="CastleFrustum.TFrustum.html">TFrustum</a>; const Params: <a href="Castle3D.TRenderParams.html">TRenderParams</a>); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCreatures.TWalkAttackCreature.html#Hurt">Hurt</a></b>(const LifeLoss: Single; const HurtDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AKnockbackDistance: Single; const Attacker: <a href="Castle3D.T3DAlive.html">T3DAlive</a>); override;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreature.html#StateChangeTime">StateChangeTime</a></b>: Single read FStateChangeTime;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleCreatures.TWalkAttackCreature.html#State">State</a></b>: <a href="CastleCreatures.html#TCreatureState">TCreatureState</a> read FState default <a href="CastleCreatures.html#csIdle">csIdle</a>;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="itemcode"><a name="HasLastSensedEnemy"></a><code><b>HasLastSensedEnemy</b>: boolean;</code></td>
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<p>
Last known information about enemy.</p>
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<td class="itemcode"><a name="LastSensedEnemy"></a><code><b>LastSensedEnemy</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><a name="LastSensedEnemySector"></a><code><b>LastSensedEnemySector</b>: <a href="CastleSectors.TSector.html">TSector</a>;</code></td>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="SetState"></a><code>procedure <b>SetState</b>(Value: <a href="CastleCreatures.html#TCreatureState">TCreatureState</a>); virtual;</code></td>
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<td class="itemcode"><a name="SetLife"></a><code>procedure <b>SetLife</b>(const Value: Single); override;</code></td>
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<td class="itemcode"><a name="DebugCaption"></a><code>function <b>DebugCaption</b>: <a href="CastleStringUtils.TCastleStringList.html">TCastleStringList</a>; override;</code></td>
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<td class="itemcode"><a name="Enemy"></a><code>function <b>Enemy</b>: <a href="Castle3D.T3DAlive.html">T3DAlive</a>; virtual;</code></td>
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Enemy of this creature. In this class, this always returns global World.Player (if it exists and is still alive). Return <code>Nil</code> for no enemy.</p>
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<td class="itemcode"><a name="GetChild"></a><code>function <b>GetChild</b>: <a href="Castle3D.T3D.html">T3D</a>; override;</code></td>
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<td class="itemcode"><a name="Attack"></a><code>procedure <b>Attack</b>; virtual;</code></td>
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Actually do the <code>attack</code> indicated by AttackAnimation and AttackTime and other AttackXxx properties. This happens in the middle of AttackAnimation, at the time see AttackTime.
<p>This can happen only if you defined AttackAnimation for this creature.
<p>The default implementation here performs a short range <code>attack</code>, if enemy is still within reach (AttackMaxDistance; even if it was within reach at the start of <a class="normal" href="CastleCreatures.html#csAttack">csAttack</a> state, the enemy could step back, so we need to check AttackMaxDistance again). The damage and knockback are defined by <a class="normal" href="CastleCreatures.TCreatureResource.html#AttackDamageConst">TCreatureResource.AttackDamageConst</a>, <a class="normal" href="CastleCreatures.TCreatureResource.html#AttackDamageRandom">TCreatureResource.AttackDamageRandom</a>, <a class="normal" href="CastleCreatures.TCreatureResource.html#AttackKnockbackDistance">TCreatureResource.AttackKnockbackDistance</a>.</p>
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<td class="itemcode"><a name="FireMissile"></a><code>procedure <b>FireMissile</b>; virtual;</code></td>
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<p>
Actually do the <a class="normal" href="CastleCreatures.TWalkAttackCreature.html#Attack">attack</a> indicated by FireMissileAnimation and FireMissileTime and other FireMissileXxx properties. This happens in the middle of FireMissileAnimation, at the time see FireMissileTime.
<p>This can happen only if you defined FireMissileAnimation for this creature.
<p>The default implementation here creates a new creature with resource defined by FireMissileName, if FireMissileName is not empty.</p>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(AOwner: TComponent; const AMaxLife: Single); override;</code></td>
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<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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<td class="itemcode"><a name="Resource"></a><code>function <b>Resource</b>: <a href="CastleCreatures.TWalkAttackCreatureResource.html">TWalkAttackCreatureResource</a>;</code></td>
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<td class="itemcode"><a name="Update"></a><code>procedure <b>Update</b>(const SecondsPassed: Single; var RemoveMe: <a href="Castle3D.html#TRemoveType">TRemoveType</a>); override;</code></td>
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<td class="itemcode"><a name="Render"></a><code>procedure <b>Render</b>(const Frustum: <a href="CastleFrustum.TFrustum.html">TFrustum</a>; const Params: <a href="Castle3D.TRenderParams.html">TRenderParams</a>); override;</code></td>
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<td class="itemcode"><a name="Hurt"></a><code>procedure <b>Hurt</b>(const LifeLoss: Single; const HurtDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const AKnockbackDistance: Single; const Attacker: <a href="Castle3D.T3DAlive.html">T3DAlive</a>); override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="StateChangeTime"></a><code>property <b>StateChangeTime</b>: Single read FStateChangeTime;</code></td>
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<p>
Last State change time, taken from <a class="normal" href="Castle3D.T3DAlive.html#LifeTime">LifeTime</a>.</p>
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<td class="itemcode"><a name="State"></a><code>property <b>State</b>: <a href="CastleCreatures.html#TCreatureState">TCreatureState</a> read FState default <a href="CastleCreatures.html#csIdle">csIdle</a>;</code></td>
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