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Game.ComponentAvoidFireBehavior
类 Game.ComponentAvoidFireBehavior 继承关系图:
Game.ComponentAvoidFireBehavior 的协作图:

Public 成员函数

void Update (float dt)
 
override void Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
 
virtual ? Vector3 FindTarget (out float targetScore)
 
virtual float ScoreTarget (Vector3 target)
 
- Public 成员函数 继承自 Game.IUpdateable

Public 属性

SubsystemTime m_subsystemTime
 
SubsystemSky m_subsystemSky
 
SubsystemCampfireBlockBehavior m_subsystemCampfireBlockBehavior
 
ComponentCreature m_componentCreature
 
ComponentPathfinding m_componentPathfinding
 
StateMachine m_stateMachine = new()
 
Random m_random = new()
 
float m_importanceLevel
 
float m_dayRange
 
float m_nightRange
 
Vector3m_target
 
float m_circlingDirection = 1f
 
float m_periodicEventOffset
 
double m_ignoreFireUntil
 

属性

UpdateOrder UpdateOrder [get]
 
override float ImportanceLevel [get]
 
override string DebugInfo [get]
 
- 属性 继承自 Game.ComponentBehavior
float ImportanceLevel [get]
 
virtual bool IsActive [get, set]
 
virtual string DebugInfo [get]
 
- 属性 继承自 Game.IUpdateable
float FloatUpdateOrder [get]
 

成员函数说明

◆ FindTarget()

virtual ? Vector3 Game.ComponentAvoidFireBehavior.FindTarget ( out float targetScore)
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Load()

override void Game.ComponentAvoidFireBehavior.Load ( ValuesDictionary valuesDictionary,
IdToEntityMap idToEntityMap )
函数调用图:

◆ ScoreTarget()

virtual float Game.ComponentAvoidFireBehavior.ScoreTarget ( Vector3 target)
virtual
这是这个函数的调用关系图:

◆ Update()

void Game.ComponentAvoidFireBehavior.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ m_circlingDirection

float Game.ComponentAvoidFireBehavior.m_circlingDirection = 1f

◆ m_componentCreature

ComponentCreature Game.ComponentAvoidFireBehavior.m_componentCreature

◆ m_componentPathfinding

ComponentPathfinding Game.ComponentAvoidFireBehavior.m_componentPathfinding

◆ m_dayRange

float Game.ComponentAvoidFireBehavior.m_dayRange

◆ m_ignoreFireUntil

double Game.ComponentAvoidFireBehavior.m_ignoreFireUntil

◆ m_importanceLevel

float Game.ComponentAvoidFireBehavior.m_importanceLevel

◆ m_nightRange

float Game.ComponentAvoidFireBehavior.m_nightRange

◆ m_periodicEventOffset

float Game.ComponentAvoidFireBehavior.m_periodicEventOffset

◆ m_random

Random Game.ComponentAvoidFireBehavior.m_random = new()

◆ m_stateMachine

StateMachine Game.ComponentAvoidFireBehavior.m_stateMachine = new()

◆ m_subsystemCampfireBlockBehavior

SubsystemCampfireBlockBehavior Game.ComponentAvoidFireBehavior.m_subsystemCampfireBlockBehavior

◆ m_subsystemSky

SubsystemSky Game.ComponentAvoidFireBehavior.m_subsystemSky

◆ m_subsystemTime

SubsystemTime Game.ComponentAvoidFireBehavior.m_subsystemTime

◆ m_target

Vector3? Game.ComponentAvoidFireBehavior.m_target

属性说明

◆ DebugInfo

override string Game.ComponentAvoidFireBehavior.DebugInfo
get

◆ ImportanceLevel

override float Game.ComponentAvoidFireBehavior.ImportanceLevel
get

◆ UpdateOrder

UpdateOrder Game.ComponentAvoidFireBehavior.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: