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The spell "Attackment" is wrong, But it is not recommended to change it because many mods rely on this class. Change of its name will make a lot of mods unavailable. 更多...


Public 成员函数 | |
| Attackment (Entity target, Entity attacker, Vector3 hitPoint, Vector3 hitDirection, float attackPower) | |
| Attackment (ComponentBody target, Entity attacker, Vector3 hitPoint, Vector3 hitDirection, float attackPower) | |
| virtual float | CalculateInjuryAmount () |
| virtual void | AddHitValueParticleSystem (float damage) |
| virtual void | ProcessAttackmentToCreature (out float injuryAmount) |
| virtual void | ProcessAttackmentToNonCreature (out float injuryAmount) |
| virtual bool | DisableFriendlyFire () |
| virtual void | ImpulseTarget () |
| virtual void | StunTarget () |
| virtual void | ProcessAttackment () |
Public 属性 | |
| Entity | Target |
| Entity | Attacker |
| Vector3 | HitPoint |
| Vector3 | HitDirection |
| float | AttackPower |
| float? | StunTimeSet |
| float | StunTimeAdd = 0.2f |
| float | ImpulseFactor = 2f |
| string | CauseOfDeath = String.Empty |
| bool | EnableArmorProtection = true |
| bool | EnableResilienceFactor = true |
| bool | EnableHitValueParticleSystem = true |
| string | AttackSoundName = "Audio/Impacts/Body" |
| float | AttackSoundVolume = 1f |
| float | AttackSoundPitch = 0f |
| bool | AllowImpulseAndStunWhenDamageIsZero = true |
| float? | m_injuryAmount = null |
| ValuesDictionary | DictionaryForOtherMods = new ValuesDictionary() |
| 模组可以向Dictionary里面添加内容,另一个模组可以从Dictionary读取内容,以实现模组联动效果 | |
Protected 属性 | |
| Random | m_random = new Random() |
属性 | |
| virtual ComponentBody | TargetBody [get, set] |
The spell "Attackment" is wrong, But it is not recommended to change it because many mods rely on this class. Change of its name will make a lot of mods unavailable.
| Game.Attackment.Attackment | ( | Entity | target, |
| Entity | attacker, | ||
| Vector3 | hitPoint, | ||
| Vector3 | hitDirection, | ||
| float | attackPower ) |

| Game.Attackment.Attackment | ( | ComponentBody | target, |
| Entity | attacker, | ||
| Vector3 | hitPoint, | ||
| Vector3 | hitDirection, | ||
| float | attackPower ) |
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| bool Game.Attackment.AllowImpulseAndStunWhenDamageIsZero = true |
| Entity Game.Attackment.Attacker |
| float Game.Attackment.AttackPower |
| string Game.Attackment.AttackSoundName = "Audio/Impacts/Body" |
| float Game.Attackment.AttackSoundPitch = 0f |
| float Game.Attackment.AttackSoundVolume = 1f |
| string Game.Attackment.CauseOfDeath = String.Empty |
| ValuesDictionary Game.Attackment.DictionaryForOtherMods = new ValuesDictionary() |
模组可以向Dictionary里面添加内容,另一个模组可以从Dictionary读取内容,以实现模组联动效果
| bool Game.Attackment.EnableArmorProtection = true |
| bool Game.Attackment.EnableHitValueParticleSystem = true |
| bool Game.Attackment.EnableResilienceFactor = true |
| Vector3 Game.Attackment.HitDirection |
| Vector3 Game.Attackment.HitPoint |
| float Game.Attackment.ImpulseFactor = 2f |
| float? Game.Attackment.m_injuryAmount = null |
| float Game.Attackment.StunTimeAdd = 0.2f |
| float? Game.Attackment.StunTimeSet |
| Entity Game.Attackment.Target |
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getset |