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My Project v1
Project
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Public 成员函数 | |
| void | Update (float dt) |
| virtual void | HearNoise (ComponentBody sourceBody, Vector3 sourcePosition, float loudness) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| virtual bool | ScanForDanger () |
| virtual Vector3 | FindSafePlace () |
| virtual float | ScoreSafePlace (Vector3 currentPosition, Vector3 safePosition, Vector3? lookDirection) |
| virtual bool | IsPredator (Entity entity) |
Public 成员函数 继承自 Game.IUpdateable | |
Public 成员函数 继承自 Game.INoiseListener | |
属性 | |
| UpdateOrder | UpdateOrder [get] |
| override float | ImportanceLevel [get] |
| override bool | IsActive [set] |
属性 继承自 Game.ComponentBehavior | |
| float | ImportanceLevel [get] |
| virtual bool | IsActive [get, set] |
| virtual string | DebugInfo [get] |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
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virtual |


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virtual |
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virtual |

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

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| void Game.ComponentFlyAwayBehavior.Update | ( | float | dt | ) |
| DynamicArray<ComponentBody> Game.ComponentFlyAwayBehavior.m_componentBodies = [] |
| ComponentCreature Game.ComponentFlyAwayBehavior.m_componentCreature |
| ComponentPathfinding Game.ComponentFlyAwayBehavior.m_componentPathfinding |
| float Game.ComponentFlyAwayBehavior.m_importanceLevel |
| double Game.ComponentFlyAwayBehavior.m_nextUpdateTime |
| Random Game.ComponentFlyAwayBehavior.m_random = new() |
| StateMachine Game.ComponentFlyAwayBehavior.m_stateMachine = new() |
| SubsystemAudio Game.ComponentFlyAwayBehavior.m_subsystemAudio |
| SubsystemBodies Game.ComponentFlyAwayBehavior.m_subsystemBodies |
| SubsystemNoise Game.ComponentFlyAwayBehavior.m_subsystemNoise |
| SubsystemTerrain Game.ComponentFlyAwayBehavior.m_subsystemTerrain |
| SubsystemTime Game.ComponentFlyAwayBehavior.m_subsystemTime |
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get |
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set |
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get |
实现了 Game.IUpdateable.