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My Project v1
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Public 成员函数 | |
| virtual float | GetOtherFactorResult (string factorName, bool recalculate=false, bool throwIfNotFound=false) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| AttackSpeed: 生物攻速 DigSpeed: 挖掘速度 ChaseRange: 非玩家生物的仇恨距离 | |
| virtual void | CalculateOtherFactorsResult () |
| virtual void | GenerateStrengthFactors () |
| virtual void | GenerateResilienceFactors () |
| virtual void | GenerateSpeedFactors () |
| virtual void | GenerateHungerFactors () |
| virtual void | GenerateOtherFactors () |
| virtual float | CalculateStrengthFactor (ICollection< Factor > factors) |
| virtual float | CalculateResilienceFactor (ICollection< Factor > factors) |
| virtual float | CalculateSpeedFactor (ICollection< Factor > factors) |
| virtual float | CalculateHungerFactor (ICollection< Factor > factors) |
| virtual void | Update (float dt) |
| 对等级系统的更新进行了调整。 第一步是计算上一帧Factors的最终结果,并进行赋值。此时已经经过了所有模组的修改。 第二步是GenerateFactors对四个属性进行生成,此时四个m_xxxFactors会拥有初始值。 再往后面则是各模组对Factors的增删改。 | |
Public 成员函数 继承自 Game.IUpdateable | |
静态 Public 成员函数 | |
| static float | CalculateFactorsResult (ICollection< Factor > factors) |
Public 属性 | |
| Random | m_random = new() |
| SubsystemGameInfo | m_subsystemGameInfo |
| SubsystemAudio | m_subsystemAudio |
| SubsystemTime | m_subsystemTime |
| Dictionary< string, List< Factor > > | OtherFactors = new Dictionary<string,List<Factor>>() |
| 模组如果有自定义的Factors,可以使用这个OtherFactors。例如使用OtherFactors["AttackRate"]来定义攻击频率。 | |
| Dictionary< string, float > | OtherFactorsResults = new Dictionary<string,float>() |
| List< Factor > | m_strengthFactors = [] |
| 这四个Factors是可以调整的影响因素 | |
| List< Factor > | m_speedFactors = [] |
| List< Factor > | m_hungerFactors = [] |
| List< Factor > | m_resilienceFactors = [] |
静态 Public 属性 | |
| static string | fName = "ComponentFactors" |
属性 | |
| UpdateOrder | UpdateOrder [get] |
| float | StrengthFactor = 1f [get, set] |
| float | ResilienceFactor = 1f [get, set] |
| float | SpeedFactor = 1f [get, set] |
| float | HungerFactor = 1f [get, set] |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
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| override void Game.ComponentFactors.Load | ( | ValuesDictionary | valuesDictionary, |
| IdToEntityMap | idToEntityMap ) |
AttackSpeed: 生物攻速 DigSpeed: 挖掘速度 ChaseRange: 非玩家生物的仇恨距离
| valuesDictionary | |
| idToEntityMap |

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对等级系统的更新进行了调整。 第一步是计算上一帧Factors的最终结果,并进行赋值。此时已经经过了所有模组的修改。 第二步是GenerateFactors对四个属性进行生成,此时四个m_xxxFactors会拥有初始值。 再往后面则是各模组对Factors的增删改。
| dt |
实现了 Game.IUpdateable.
被 Game.ComponentLevel 重载.

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| List<Factor> Game.ComponentFactors.m_hungerFactors = [] |
| Random Game.ComponentFactors.m_random = new() |
| List<Factor> Game.ComponentFactors.m_resilienceFactors = [] |
| List<Factor> Game.ComponentFactors.m_speedFactors = [] |
| List<Factor> Game.ComponentFactors.m_strengthFactors = [] |
这四个Factors是可以调整的影响因素
| SubsystemAudio Game.ComponentFactors.m_subsystemAudio |
| SubsystemGameInfo Game.ComponentFactors.m_subsystemGameInfo |
| SubsystemTime Game.ComponentFactors.m_subsystemTime |
| Dictionary<string,List<Factor> > Game.ComponentFactors.OtherFactors = new Dictionary<string,List<Factor>>() |
模组如果有自定义的Factors,可以使用这个OtherFactors。例如使用OtherFactors["AttackRate"]来定义攻击频率。
| Dictionary<string,float> Game.ComponentFactors.OtherFactorsResults = new Dictionary<string,float>() |
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实现了 Game.IUpdateable.