Class: Command<S>
Type parameters
Name | Type |
---|---|
S | extends State = State |
Hierarchy
Command
↳
GameOver
↳
Noop
↳
Select
↳
Deselect
↳
Sequence
↳
FaceUp
↳
FaceDown
↳
Flip
↳
RevealUI
↳
HideUI
↳
Wait
↳
Undo
Implements
ICommand
<S
>
Constructors
constructor
• new Command<S
>(name?
)
Type parameters
Name | Type |
---|---|
S | extends State <Record <string , unknown >, S > = State <Record <string , unknown >> |
Parameters
Name | Type | Description |
---|---|---|
name? | string | provide only if you're using new Command() syntax. If you're extending command, just leave it empty - the name will be grabbed from class name. |
Accessors
name
• get
name(): string
Returns
string
Methods
execute
▸ execute(state
, room
): Promise
<void
>
Parameters
Name | Type |
---|---|
state | S |
room | Room <S , Record <string , unknown >> |
Returns
Promise
<void
>
Implementation of
subExecute
▸ Protected
subExecute(state
, room
, command
): Promise
<void
>
Execute a sub command.
Call ONLY during your commands execute
method.
Will also remember it internally for undoing.
Parameters
Name | Type |
---|---|
state | S |
room | Room <S , Record <string , unknown >> |
command | Command <S > |
Returns
Promise
<void
>
undo
▸ undo(state
, room
): Promise
<void
>
Undoes every remembered extra sub command.
Command
may gather new sub commands only while executing.
Sequence
will only gather sub commands upon construction.
Parameters
Name | Type |
---|---|
state | S |
room | Room <any , Record <string , unknown >> |
Returns
Promise
<void
>