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My Project v1
Project
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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 |
| Vector3? | m_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] |
| Vector3? | LookAtOrder [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] |
| Vector3? | DiffuseColor [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] |
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abstract |

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被 Game.ComponentFishModel , 以及 Game.ComponentHumanModel 重载.
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被 Game.ComponentHumanModel 重载.
| override void Game.ComponentCreatureModel.Load | ( | ValuesDictionary | valuesDictionary, |
| IdToEntityMap | idToEntityMap ) |
| override void Game.ComponentCreatureModel.OnEntityAdded | ( | ) |
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virtual |
| ComponentCreature Game.ComponentCreatureModel.m_componentCreature |
| Vector3? Game.ComponentCreatureModel.m_eyePosition |
| Quaternion? Game.ComponentCreatureModel.m_eyeRotation |
| float Game.ComponentCreatureModel.m_injuryColorFactor |
| Random Game.ComponentCreatureModel.m_random = new() |
| Vector3 Game.ComponentCreatureModel.m_randomLookPoint |
| SubsystemGameInfo Game.ComponentCreatureModel.m_subsystemGameInfo |
| SubsystemTime Game.ComponentCreatureModel.m_subsystemTime |
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实现了 Game.IUpdateable.