/**
* eAdventure (formerly <e-Adventure> and <e-Game>) is a research project of the
* <e-UCM> research group.
*
* Copyright 2005-2010 <e-UCM> research group.
*
* You can access a list of all the contributors to eAdventure at:
* http://e-adventure.e-ucm.es/contributors
*
* <e-UCM> is a research group of the Department of Software Engineering
* and Artificial Intelligence at the Complutense University of Madrid
* (School of Computer Science).
*
* C Profesor Jose Garcia Santesmases sn,
* 28040 Madrid (Madrid), Spain.
*
* For more info please visit: <http://e-adventure.e-ucm.es> or
* <http://www.e-ucm.es>
*
* ****************************************************************************
*
* This file is part of eAdventure, version 2.0
*
* eAdventure is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* eAdventure is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with eAdventure. If not, see <http://www.gnu.org/licenses/>.
*/
package es.eucm.ead.engine.gameobjects.effects;
import com.badlogic.gdx.scenes.scene2d.Event;
import es.eucm.ead.engine.gameobjects.GameObject;
import es.eucm.ead.model.elements.effects.Effect;
import es.eucm.ead.model.elements.scenes.SceneElement;
public interface EffectGO<P extends Effect> extends GameObject<P> {
/**
* Sets the gui action that launched this effect
*
* @param gui
* the gui action
*/
void setGUIAction(Event gui);
/**
* Sets the element launching the effect
*
* @param parent
*/
void setParent(SceneElement parent);
/**
* Initializes the effect game object
*/
void initialize();
/**
* Returns {@code true} when the effect is finished
*
* @return {@code true} when the effect is finished
*/
boolean isFinished();
/**
* Returns {@code true} if this effect blocks the next effects until this
* one is finished
*
* @return {@code true} if this effect blocks the next effects until this
* one is finished
*/
boolean isBlocking();
/**
* Ends the effect normally
*/
void finish();
/**
* Stops the effect. Right after calling this method,
* {@link EffectGO#isStopped()} will return {@code true}. Use this method to
* end the effect in abnormal circumstances (to avoid the execution of the
* final effects, for example)
*/
void stop();
/**
* Returns if the effect has been stopped by an external element
*
* @return
*/
boolean isStopped();
/**
* Returns if this effects takes more than one tick to execute
*
* @return
*/
boolean isQueueable();
}