Castle Game Engine: CastleCreatures

# Unit CastleCreatures
Description | Uses | Classes, Interfaces, Objects and Records | Functions and Procedures | Types | Constants | Variables
## Description Creatures. ## Uses Classes CastleVectors CastlePrecalculatedAnimation CastleBoxes CastleClassUtils CastleUtils CastleScene CastleSectors CastleStringUtils CastleResources CastleXMLConfig Castle3D CastleSoundEngine CastleFrustum X3DNodes CastleColors FGL ## Overview ### Classes, Interfaces, Objects and Records
Name | Description
--- | ---
Class `TCreatureResource` | Basic abstract resource used by all creatures.
Class `TWalkAttackCreatureResource` | Creature with smart walking and attacking intelligence.
Class `TMissileCreatureResource` | Creature that blindly moves in a given direction.
Class `TStillCreatureResource` | Creature that just stays still.
Class `TCreature` | Base creature, using any TCreatureResource.
Class `TCreatureList` |
Class `TWalkAttackCreature` | Creature using TWalkAttackCreatureResource.
Class `TMissileCreature` | Creature using TMissileCreatureResource.
Class `TStillCreature` | Creature using TStillCreatureResource.
### Types
`TCreatureState = type Integer;`
`TCreatureClass = class of TCreature;`
`TCreatureExistsEvent = function(const Creature: TCreature): boolean of object;`
### Constants
`csIdle = TCreatureState(0);`
`csWalk = TCreatureState(1);`
`csAttack = TCreatureState(2);`
`csFireMissile = TCreatureState(3);`
`csDie = TCreatureState(4);`
`csDieBack = TCreatureState(5);`
`csHurt = TCreatureState(6);`
`csMax = csHurt;`
### Variables
`DebugTimeStopForCreatures: boolean = false;`
`OnCreatureExists: TCreatureExistsEvent;`
## Description ### Types
`TCreatureState = type Integer;`
`TCreatureClass = class of TCreature;`
`TCreatureExistsEvent = function(const Creature: TCreature): boolean of object;`
### Constants
`csIdle = TCreatureState(0);`
`csWalk = TCreatureState(1);`
`csAttack = TCreatureState(2);`
`csFireMissile = TCreatureState(3);`
`csDie = TCreatureState(4);`
`csDieBack = TCreatureState(5);`
`csHurt = TCreatureState(6);`
`csMax = csHurt;`
Maximum TCreatureState value reserved by CastleCreatures unit.
### Variables
`DebugTimeStopForCreatures: boolean = false;`
`OnCreatureExists: TCreatureExistsEvent;`
Global callback to control creatures existence.
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