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<PlayerAction>, org.refcodes.observer.GenericActionEvent<PlayerAction,P>, org.refcodes.observer.GenericEvent<P>, PlayerEvent<P>, org.refcodes.mixin.SourceAccessor<P>, org.refcodes.mixin.StateAccessor<S>StateChangedEventImplpublic interface StateChangedEvent<P extends Player<P,S>,S> extends PlayerEvent<P>, org.refcodes.mixin.StateAccessor<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.StateAccessor.StateBuilder<S extends Object,B extends org.refcodes.mixin.StateAccessor.StateBuilder<S,B>>, org.refcodes.mixin.StateAccessor.StateMutator<S extends Object>, org.refcodes.mixin.StateAccessor.StateProperty<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()
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