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Game.ComponentBody 成员列表

成员的完整列表,这些成员属于 Game.ComponentBody,包括所有继承而来的类成员

AirDragGame.ComponentBody
ApplyDirectMove(Vector3 directMove)Game.ComponentBodyvirtual
ApplyImpulse(Vector3 impulse)Game.ComponentBodyvirtual
ApplyShaking(float strength)Game.ComponentBody
AttackedGame.ComponentBody
BodyCollidableGame.ComponentBody
BoundingBoxGame.ComponentBody
BoxSizeGame.ComponentBody
CalculateBoxBoxOverlap(ref BoundingBox b1, ref BoundingBox b2, int axis)Game.ComponentBodystatic
CalculatePushBack(BoundingBox box, int axis, DynamicArray< CollisionBox > collisionBoxes, out CollisionBox pushingCollisionBox)Game.ComponentBodyvirtual
CalculateSmoothRisePushBack(BoundingBox normalBox, BoundingBox smoothRiseBox, int axis, DynamicArray< CollisionBox > collisionBoxes, out CollisionBox pushingCollisionBox)Game.ComponentBodyvirtual
CanBePushedByOtherBodiesGame.ComponentBody
CanCrouchGame.ComponentBody
CanEmbedInIceGame.ComponentBody
ChildBodiesGame.ComponentBody
CollidedWithBodyGame.ComponentBody
CollidedWithMovingBlockGame.ComponentBody
CollisionVelocityChangeGame.ComponentBody
ComponentBody()Game.ComponentBodyprivatestatic
CrouchFactorGame.ComponentBody
CrouchPreventsFallingGame.ComponentBody
CrushedTimeGame.ComponentBody
DensityGame.ComponentBody
DrawBodiesBoundsGame.ComponentBodystatic
FindBodiesCollisionBoxes(Vector3 position, DynamicArray< CollisionBox > result)Game.ComponentBodyvirtual
FindCrouchCollisionBoxes(Vector3 position, Vector2 overhang, DynamicArray< CollisionBox > result)Game.ComponentBodyvirtual
FindMovingBlocksCollisionBoxes(Vector3 position, DynamicArray< CollisionBox > result)Game.ComponentBodyvirtual
FindSneakCollisionBoxes(Vector3 position, Vector2 overhang, DynamicArray< CollisionBox > result)Game.ComponentBodyvirtual
FindTerrainCollisionBoxes(BoundingBox box, DynamicArray< CollisionBox > result)Game.ComponentBodyvirtual
FixCollisionOnRidingBugGame.ComponentBody
FloatUpdateOrderGame.ComponentBody
FluidCollidableGame.ComponentBody
GetVectorComponent(Vector3 v, int axis)Game.ComponentBodystatic
HandleAxisCollision(int axis, float move, ref Vector3 position, bool isSmoothRising)Game.ComponentBodyvirtual
HandleSmoothRise(ref Vector3 move, Vector3 position, float dt)Game.ComponentBodyvirtual
ImmersionDepthGame.ComponentBody
ImmersionFactorGame.ComponentBody
ImmersionFluidBlockGame.ComponentBody
InelasticCollision(float v1, float v2, float m1, float m2, float cr, out float result1, out float result2)Game.ComponentBodystatic
IsChildOfBody(ComponentBody componentBody)Game.ComponentBodyvirtual
IsColliding(BoundingBox box, DynamicArray< CollisionBox > collisionBoxes)Game.ComponentBodyvirtual
IsCollidingWithIce(BoundingBox box, DynamicArray< CollisionBox > collisionBoxes)Game.ComponentBodyvirtual
IsCrouchingGame.ComponentBody
IsEmbeddedInIceGame.ComponentBody
IsGravityEnabledGame.ComponentBody
IsGroundDragEnabledGame.ComponentBody
IsRaycastTransparentGame.ComponentBody
IsSmoothRiseEnabledGame.ComponentBody
IsSneakingGame.ComponentBody
IsSpaceFreeToMove(float maxMoveFraction, out Vector3? freePosition, out bool needToTeleport)Game.ComponentBody
IsWaterDragEnabledGame.ComponentBody
Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)Game.ComponentBody
m_bodiesCollisionBoxesGame.ComponentBody
m_cachedMatrixGame.ComponentFrame
m_cachedMatrixValidGame.ComponentFrame
m_childBodiesGame.ComponentBody
m_collisionBoxesGame.ComponentBody
m_componentBodiesGame.ComponentBody
m_componentHealthGame.ComponentBody
m_crouchFactorGame.ComponentBody
m_directMoveGame.ComponentBody
m_embeddedInIceCounterGame.ComponentBodyprivate
m_fluidEffectsPlayedGame.ComponentBody
m_freeSpaceOffsetsGame.ComponentBodystatic
m_movingBlocksCollisionBoxesGame.ComponentBody
m_movingBlockSetsGame.ComponentBody
m_parentBodyGame.ComponentBody
m_positionGame.ComponentFrame
m_randomGame.ComponentBody
m_rotationGame.ComponentFrame
m_shakingStrengthGame.ComponentBodyprivate
m_stoppedTimeGame.ComponentBody
m_subsystemAudioGame.ComponentBody
m_subsystemBlockBehaviorsGame.ComponentBody
m_subsystemBodiesGame.ComponentBody
m_subsystemFluidBlockBehaviorGame.ComponentBody
m_subsystemMovingBlocksGame.ComponentBody
m_subsystemParticlesGame.ComponentBody
m_subsystemPlayersGame.ComponentBody
m_subsystemTerrainGame.ComponentBody
m_subsystemTimeGame.ComponentBody
m_targetCrouchFactorGame.ComponentBody
m_totalImpulseGame.ComponentBody
m_velocityGame.ComponentBody
MassGame.ComponentBody
MatrixGame.ComponentFrame
MaxSmoothRiseHeightGame.ComponentBody
MaxSpeedGame.ComponentBody
MoveToFreeSpace(float dt)Game.ComponentBodyvirtual
MoveToFreeSpace()Game.ComponentBodyvirtual
MoveToFreeSpaceHelper(float maxMoveFraction)Game.ComponentBody
MoveWithCollision(float dt, Vector3 move)Game.ComponentBodyvirtual
OnEntityRemoved()Game.ComponentBody
ParentBodyGame.ComponentBody
ParentBodyPositionOffsetGame.ComponentBody
ParentBodyRotationOffsetGame.ComponentBody
PositionGame.ComponentFrame
PositionChangedGame.ComponentFrame
ResetVelocityOnProjectLoadGame.ComponentBodystatic
RotationGame.ComponentFrame
RotationChangedGame.ComponentFrame
Save(ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap)Game.ComponentBody
SleepThresholdSpeedGame.ComponentBodystatic
StanceBoxSizeGame.ComponentBody
StandingOnBodyGame.ComponentBody
StandingOnValueGame.ComponentBody
StandingOnVelocityGame.ComponentBody
TargetCrouchFactorGame.ComponentBody
TerrainCollidableGame.ComponentBody
UnderExplosion(Vector3 impulse, float damage)Game.ComponentBodyvirtual
UnderExplosionStart(Vector3 explosionCenter, float explosionPressure)Game.ComponentBodyvirtual
Update(float dt)Game.ComponentBodyvirtual
UpdateImmersionData()Game.ComponentBodyvirtual
UpdateOrderGame.IUpdateable
VelocityGame.ComponentBody
WaterDragGame.ComponentBody
WaterSwayAngleGame.ComponentBody
WaterTurnSpeedGame.ComponentBody