PreferredTargetSelector

Provides a way to sort game entities in order of "preference" when it comes to interacting with them. Takes into account mouse position, hovering, "true" distance to the entities, etc. The "lower" the value of the entity, the more preferred it is.

Constructors

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constructor()

Functions

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open fun compare(target1: T, target2: T): Int
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open fun <T, U> comparing(keyExtractor: (in T) -> out U, keyComparator: Comparator<in U>): Comparator<T>
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open fun <T> comparingDouble(keyExtractor: ToDoubleFunction<in T>): Comparator<T>
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open fun <T> comparingInt(keyExtractor: ToIntFunction<in T>): Comparator<T>
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open fun <T> comparingLong(keyExtractor: ToLongFunction<in T>): Comparator<T>
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open fun <T : Comparable<in T>?> naturalOrder(): Comparator<T>
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open fun <T> nullsFirst(comparator: Comparator<in T>): Comparator<T>
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open fun <T> nullsLast(comparator: Comparator<in T>): Comparator<T>
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open fun reversed(): Comparator<T>
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open fun <T : Comparable<in T>?> reverseOrder(): Comparator<T>
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open fun thenComparing(other: Comparator<in T>): Comparator<T>
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open fun thenComparingDouble(keyExtractor: ToDoubleFunction<in T>): Comparator<T>
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open fun thenComparingInt(keyExtractor: ToIntFunction<in T>): Comparator<T>
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open fun thenComparingLong(keyExtractor: ToLongFunction<in T>): Comparator<T>