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My Project v1
Project
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Public 成员函数 | |
| virtual void | Update (float dt) |
| override int | GetSlotCapacity (int slotIndex, int value) |
| override void | AddSlotItems (int slotIndex, int value, int count) |
| override int | RemoveSlotItems (int slotIndex, int count) |
| override void | DropAllItems (Vector3 position) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| virtual void | UpdateCraftingResult (bool recipeRefindNeeded) |
Public 成员函数 继承自 Game.ComponentInventoryBase | |
| ComponentPlayer | FindInteractingPlayer () |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| override void | Save (ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap) |
| virtual int | GetSlotValue (int slotIndex) |
| virtual int | GetSlotCount (int slotIndex) |
| virtual int | GetSlotProcessCapacity (int slotIndex, int value) |
| virtual void | ProcessSlotItems (int slotIndex, int value, int count, int processCount, out int processedValue, out int processedCount) |
Public 成员函数 继承自 Game.IInventory | |
Public 成员函数 继承自 Game.IUpdateable | |
Public 属性 | |
| int | m_craftingGridSize |
| string[] | m_matchedIngredients = new string[9] |
| CraftingRecipe | m_matchedRecipe |
| bool | m_recipeUpdateNeeded = false |
| bool | m_recipeRefindNeeded = false |
| bool | m_resetWhenSlotItemsRemoved |
Public 属性 继承自 Game.ComponentInventoryBase | |
| List< Slot > | m_slots = [] |
| Random | m_random = new() |
属性 | |
| int | RemainsSlotIndex [get] |
| UpdateOrder | UpdateOrder [get] |
| int | ResultSlotIndex [get] |
属性 继承自 Game.ComponentInventoryBase | |
| Project IInventory. | Project [get] |
| virtual int | SlotsCount [get] |
| virtual int | VisibleSlotsCount [get, set] |
| virtual int | ActiveSlotIndex [get, set] |
属性 继承自 Game.IInventory | |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
额外继承的成员函数 | |
静态 Public 成员函数 继承自 Game.ComponentInventoryBase | |
| static int | FindAcquireSlotForItem (IInventory inventory, int value) |
| static int | AcquireItems (IInventory inventory, int value, int count) |
| static void | DropSlotItems (IInventory inventory, int slotIndex, Vector3 position, Vector3 velocity) |
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| override void Game.ComponentCraftingTable.Load | ( | ValuesDictionary | valuesDictionary, |
| IdToEntityMap | idToEntityMap ) |

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| int Game.ComponentCraftingTable.m_craftingGridSize |
| string [] Game.ComponentCraftingTable.m_matchedIngredients = new string[9] |
| CraftingRecipe Game.ComponentCraftingTable.m_matchedRecipe |
| bool Game.ComponentCraftingTable.m_recipeRefindNeeded = false |
| bool Game.ComponentCraftingTable.m_recipeUpdateNeeded = false |
| bool Game.ComponentCraftingTable.m_resetWhenSlotItemsRemoved |
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实现了 Game.IUpdateable.