Castle Game Engine: CastleCreatures: Class TWalkAttackCreature

# Class TWalkAttackCreature
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleCreatures ## Declaration `type TWalkAttackCreature = class(TCreature)` ## Description Creature using TWalkAttackCreatureResource. ## Hierarchy TComponent T3D T3DList T3DCustomTransform T3DOrient T3DAlive TCreature TWalkAttackCreature ## Overview ### Methods
| `constructor Create(AOwner: TComponent; const AMaxLife: Single); override;`
| `destructor Destroy; override;`
| `function Resource: TWalkAttackCreatureResource;`
| `procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override;`
| `procedure Render(const Frustum: TFrustum; const Params: TRenderParams); override;`
| `procedure Hurt(const LifeLoss: Single; const HurtDirection: TVector3Single; const AKnockbackDistance: Single; const Attacker: T3DAlive); override;`
### Properties
| `property State: TCreatureState read FState default csIdle;`
## Description ### Methods
| `constructor Create(AOwner: TComponent; const AMaxLife: Single); override;`
| `destructor Destroy; override;`
| `function Resource: TWalkAttackCreatureResource;`
| `procedure Update(const SecondsPassed: Single; var RemoveMe: TRemoveType); override;`
| `procedure Render(const Frustum: TFrustum; const Params: TRenderParams); override;`
| `procedure Hurt(const LifeLoss: Single; const HurtDirection: TVector3Single; const AKnockbackDistance: Single; const Attacker: T3DAlive); override;`
### Properties
| `property State: TCreatureState read FState default csIdle;`
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