P
- the generic typeS
- The state if the player (dead, alive, strong, weak, king, queen,
PacMan, ghost, fire, wood, water, strong queen, weak king, etc).org.refcodes.mixin.ActionAccessor<P>
, org.refcodes.observer.GenericActionEvent<P,S>
, org.refcodes.observer.GenericEvent<P>
, PlayerEvent<P>
, org.refcodes.mixin.SourceAccessor<P>
, org.refcodes.mixin.StatusAccessor<S>
StateChangedEventImpl
public interface StateChangedEvent<P extends Player<P,S>,S> extends PlayerEvent<P>, org.refcodes.mixin.StatusAccessor<S>
org.refcodes.mixin.ActionAccessor.ActionBuilder<A extends Object,B extends org.refcodes.mixin.ActionAccessor.ActionBuilder<A,B>>, org.refcodes.mixin.ActionAccessor.ActionMutator<A extends Object>, org.refcodes.mixin.ActionAccessor.ActionProperty<A extends Object>
org.refcodes.mixin.SourceAccessor.SourceMutator<SRC extends Object>, org.refcodes.mixin.SourceAccessor.SourceProperty<SRC extends Object>
org.refcodes.mixin.StatusAccessor.StatusBuilder<S extends Object,B extends org.refcodes.mixin.StatusAccessor.StatusBuilder<S,B>>, org.refcodes.mixin.StatusAccessor.StatusMutator<S extends Object>, org.refcodes.mixin.StatusAccessor.StatusProperty<S extends Object>
Modifier and Type | Field | Description |
---|---|---|
static PlayerAction |
ACTION |
Modifier and Type | Method | Description |
---|---|---|
S |
getPrecedingState() |
Gets the preceding state.
|
static final PlayerAction ACTION
S getPrecedingState()
Copyright © 2021. All rights reserved.