Package mindustry.game
package mindustry.game
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ClassDescriptionUpdates and stores attack indicators for the minimap.Called when block building begins by placing down the ConstructBlock.Called right before a block is destroyed.Called when the player opens info for a specific block.Called when a bullet damages a building.Called when a building is directly killed by a bullet.Called when a player or drone begins building something.Called after a building's team changes.Called when the client sends a chat message.Called when the client game is first loaded.Called when a specific building has its configuration changed.Called when a connection is established to a client.Called when a player sends a connection packet.Called *after* all content has been initialized.Called when a core block is placed/removed or its team is changed.Called when a core receives ammo, but only when the tutorial is active!Called when a player deposits items to a block.Called *after* all the modded files have been added into Vars.treeCalled when a neoplasia (or other pressure-based block, from mods) reactor explodes due to pressure.Called when the player places a line, mobile or desktop.Consider using Menus.registerMenu instead.Called after SoundControl registers its music.Called when a player connects, but has not joined the game yet.Called after player confirmed it has received world data and is ready to play.Called after connecting; when a player receives world data and is ready to play.Called before a player leaves the game.Called when a sector is conquered, e.g.Called when a sector is destroyed by waves when you're not there.Called when a sector is destroyed by waves when you're not there.Called when a player taps any tile.Consider using Menus.registerTextInput instead.Called *after* a tile has changed.Called *before* a tile has changed.Called when a turret receives ammo, but only when the tutorial is active!Called when a unit is directly killed by a bullet.Called when a unit is created in a reconstructor, factory or other unit.Called when a unit is hit by a bullet.Called when a unit is spawned by wave.Called when a unit is dumped from any payload block.Called when the player withdraws items from a block.Called when the world begin to load, just set `generating = true`.Called when a game begins and the world tiles are initiated.Called when a game begins and the world tiles are loaded, just set `generating = false`.Defines preset rule sets.Handles and executes in-map objectives.Build a certain amount of a block.Command any unit to do anything.Get a certain item in your core (through a block, not manually.)Destroy all enemy core(s).Produce a certain amount of units.Wait until a logic flag is set.Have a certain amount of item in your core.For
byte
; treats it as a world label flag.Base abstract class for any in-map objective.Displays a circle on the minimap.ForString
; indicates that a text area should be used.Marker used for drawing UI to indicate something along with an objective.Produce a specific piece of content in the tech tree (essentially research with different text).ForUnlockableContent
; filters all un-researchable content.Research a specific piece of content in the tech tree.Forfloat
; multiplies the UI input by 60.Displays a shape with an outline and color.Displays text above a shape.ForBlock
; filters all un-buildable blocks.Displays text at a location.Produce a certain amount of a unit.For arrays orSeq
s; does not create element rearrangement buttons.Holds objective classes.Defines a specific objective for a game.Defines current rules on how the game should function.A team-specific ruleset.A simple map for storing TeamRules in an efficient way without hashing.Handles schematics.A spawn group defines spawn information for a specific type of unit, with optional extra information like weapon equipped, ammo used, and status effects.Class for various team-based utilities.Represents a block made by this team that was destroyed somewhere on the map.Updates and handles state of the campaign universe.