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Game.ComponentCreatureModelabstract
类 Game.ComponentCreatureModel 继承关系图:
Game.ComponentCreatureModel 的协作图:

Public 成员函数

override void Animate ()
 
void AnimateCreature ()
 
override void Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
 
override void OnEntityAdded ()
 
virtual void Update (float dt)
 
virtual Vector3 CalculateEyePosition ()
 
virtual Quaternion CalculateEyeRotation ()
 
- Public 成员函数 继承自 Game.ComponentModel
virtual ? Matrix GetBoneTransform (int boneIndex)
 
virtual void SetBoneTransform (int boneIndex, Matrix? transformation)
 
virtual void CalculateAbsoluteBonesTransforms (Camera camera)
 
virtual void CalculateIsVisible (Camera camera)
 
virtual void DrawExtras (Camera camera)
 
override void Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
 
virtual void SetModel (Model model)
 
virtual void ProcessBoneHierarchy (ModelBone modelBone, Matrix currentTransform, Matrix[] transforms)
 
- Public 成员函数 继承自 Game.IUpdateable

Public 属性

SubsystemTime m_subsystemTime
 
SubsystemGameInfo m_subsystemGameInfo
 
ComponentCreature m_componentCreature
 
Vector3m_eyePosition
 
Quaternion? m_eyeRotation
 
float m_injuryColorFactor
 
Vector3 m_randomLookPoint
 
Random m_random = new()
 
- Public 属性 继承自 Game.ComponentModel
SubsystemSky m_subsystemSky
 
bool IsSet
 
bool Animated = false
 
ComponentFrame m_componentFrame
 
Model m_model
 
Matrix?[] m_boneTransforms
 
float m_boundingSphereRadius
 

属性

float Bob [get, set]
 
float MovementAnimationPhase [get, set]
 
float DeathPhase [get, set]
 
Vector3 DeathCauseOffset [get, set]
 
Vector3LookAtOrder [get, set]
 
bool LookRandomOrder [get, set]
 
float HeadShakeOrder [get, set]
 
bool AttackOrder [get, set]
 
bool FeedOrder [get, set]
 
bool RowLeftOrder [get, set]
 
bool RowRightOrder [get, set]
 
float AimHandAngleOrder [get, set]
 
Vector3 InHandItemOffsetOrder [get, set]
 
Vector3 InHandItemRotationOrder [get, set]
 
bool IsAttackHitMoment [get, set]
 
Vector3 EyePosition [get]
 
Quaternion EyeRotation [get]
 
UpdateOrder UpdateOrder [get]
 
- 属性 继承自 Game.ComponentModel
Vector3 ModelOffset [get, set]
 模型偏移
 
float Transparent [get, set]
 模型透明度
 
float ModelScale [get, set]
 模型大小缩放
 
string TextureRoute [get, set]
 纹理路径
 
string ModelRoute [get, set]
 模型路径
 
float? Opacity [get, set]
 
Vector3DiffuseColor [get, set]
 
Vector4? EmissionColor [get, set]
 
Model Model [get, set]
 
Texture2D TextureOverride [get, set]
 
virtual Func< bool > OnAnimate [get, set]
 
bool CastsShadow [get, set]
 
int PrepareOrder [get, set]
 
virtual ModelRenderingMode RenderingMode [get, set]
 
int[] MeshDrawOrders [get, set]
 
bool IsVisibleForCamera [get, set]
 
Matrix[] AbsoluteBoneTransformsForCamera [get, set]
 
- 属性 继承自 Game.IUpdateable
float FloatUpdateOrder [get]
 

成员函数说明

◆ Animate()

override void Game.ComponentCreatureModel.Animate ( )
virtual

重载 Game.ComponentModel .

函数调用图:

◆ AnimateCreature()

void Game.ComponentCreatureModel.AnimateCreature ( )
abstract
这是这个函数的调用关系图:

◆ CalculateEyePosition()

virtual Vector3 Game.ComponentCreatureModel.CalculateEyePosition ( )
virtual

◆ CalculateEyeRotation()

virtual Quaternion Game.ComponentCreatureModel.CalculateEyeRotation ( )
virtual

◆ Load()

override void Game.ComponentCreatureModel.Load ( ValuesDictionary valuesDictionary,
IdToEntityMap idToEntityMap )

◆ OnEntityAdded()

override void Game.ComponentCreatureModel.OnEntityAdded ( )

◆ Update()

virtual void Game.ComponentCreatureModel.Update ( float dt)
virtual

类成员变量说明

◆ m_componentCreature

ComponentCreature Game.ComponentCreatureModel.m_componentCreature

◆ m_eyePosition

Vector3? Game.ComponentCreatureModel.m_eyePosition

◆ m_eyeRotation

Quaternion? Game.ComponentCreatureModel.m_eyeRotation

◆ m_injuryColorFactor

float Game.ComponentCreatureModel.m_injuryColorFactor

◆ m_random

Random Game.ComponentCreatureModel.m_random = new()

◆ m_randomLookPoint

Vector3 Game.ComponentCreatureModel.m_randomLookPoint

◆ m_subsystemGameInfo

SubsystemGameInfo Game.ComponentCreatureModel.m_subsystemGameInfo

◆ m_subsystemTime

SubsystemTime Game.ComponentCreatureModel.m_subsystemTime

属性说明

◆ AimHandAngleOrder

float Game.ComponentCreatureModel.AimHandAngleOrder
getset

◆ AttackOrder

bool Game.ComponentCreatureModel.AttackOrder
getset

◆ Bob

float Game.ComponentCreatureModel.Bob
getset

◆ DeathCauseOffset

Vector3 Game.ComponentCreatureModel.DeathCauseOffset
getset

◆ DeathPhase

float Game.ComponentCreatureModel.DeathPhase
getset

◆ EyePosition

Vector3 Game.ComponentCreatureModel.EyePosition
get

◆ EyeRotation

Quaternion Game.ComponentCreatureModel.EyeRotation
get

◆ FeedOrder

bool Game.ComponentCreatureModel.FeedOrder
getset

◆ HeadShakeOrder

float Game.ComponentCreatureModel.HeadShakeOrder
getset

◆ InHandItemOffsetOrder

Vector3 Game.ComponentCreatureModel.InHandItemOffsetOrder
getset

◆ InHandItemRotationOrder

Vector3 Game.ComponentCreatureModel.InHandItemRotationOrder
getset

◆ IsAttackHitMoment

bool Game.ComponentCreatureModel.IsAttackHitMoment
getset

◆ LookAtOrder

Vector3? Game.ComponentCreatureModel.LookAtOrder
getset

◆ LookRandomOrder

bool Game.ComponentCreatureModel.LookRandomOrder
getset

◆ MovementAnimationPhase

float Game.ComponentCreatureModel.MovementAnimationPhase
getset

◆ RowLeftOrder

bool Game.ComponentCreatureModel.RowLeftOrder
getset

◆ RowRightOrder

bool Game.ComponentCreatureModel.RowRightOrder
getset

◆ UpdateOrder

UpdateOrder Game.ComponentCreatureModel.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: