FunctionTeamItem({
animate,
focusPlayer,
team,
timeout,
users,
wide,
...props
}: GameCardProps & {
animate: bo
hera/ui/CurrentGameCard.tsx:45
FunctionTileDecorators({
getLayer,
map,
radius,
tileSize,
vector,
vision,
}: {
getLayer: GetLayerFunction;
isVisible
hera/TileDecorators.tsx:9
FunctionTransportedUnitTile({
animationConfig,
highlight,
map,
playerDetails,
tileSize,
unit,
}: {
animationConfig: Animati
hera/TransportedUnitTile.tsx:11
FunctionUnitAttack({
biome,
damageChartRoute,
map,
player,
unit,
vector,
}: {
biome: Biome;
damageChartRoute: Ro
hera/card/UnitCard.tsx:511
FunctionUnitTile({
absolute,
animation,
animationConfig,
animationKey,
biome,
customSprite,
dim,
direction,
hera/Unit.tsx:310
FunctionUnitVulnerability({
biome,
map,
player,
unit,
vector,
}: {
biome: Biome;
map: MapData;
player: PlayerID;
unit
hera/card/UnitCard.tsx:561
FunctionUpgradeAnimation({
onUpgrade,
position: { x, y },
size,
update,
...props
}: Omit<AnimationProps, 'sound' | 'delay'>
hera/animations/UpgradeAnimation.tsx:15
FunctionVolumeControl({
enableInputControls,
invert,
layer,
showPauseButton = true,
type = 'master',
}: {
enableInputCo
hera/audio/VolumeControl.tsx:16
FunctionZoomButton({
className,
fade,
hide,
max,
position,
setZoom,
zoom,
}: {
className?: string;
fade?: bool
hera/editor/lib/ZoomButton.tsx:10
FunctionattackAction(
actions: Actions,
from: Vector,
unitA: Unit,
to: Vector,
entityB: Entity,
state: State,
)
hera/behavior/attack/attackAction.tsx:11