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Game.ComponentFlyAwayBehavior
类 Game.ComponentFlyAwayBehavior 继承关系图:
Game.ComponentFlyAwayBehavior 的协作图:

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

Public 属性

SubsystemTerrain m_subsystemTerrain
 
SubsystemBodies m_subsystemBodies
 
SubsystemAudio m_subsystemAudio
 
SubsystemTime m_subsystemTime
 
SubsystemNoise m_subsystemNoise
 
ComponentCreature m_componentCreature
 
ComponentPathfinding m_componentPathfinding
 
DynamicArray< ComponentBodym_componentBodies = []
 
Random m_random = new()
 
StateMachine m_stateMachine = new()
 
float m_importanceLevel
 
double m_nextUpdateTime
 

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]
 

成员函数说明

◆ FindSafePlace()

virtual Vector3 Game.ComponentFlyAwayBehavior.FindSafePlace ( )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ HearNoise()

virtual void Game.ComponentFlyAwayBehavior.HearNoise ( ComponentBody sourceBody,
Vector3 sourcePosition,
float loudness )
virtual

实现了 Game.INoiseListener.

函数调用图:

◆ IsPredator()

virtual bool Game.ComponentFlyAwayBehavior.IsPredator ( Entity entity)
virtual
这是这个函数的调用关系图:

◆ Load()

override void Game.ComponentFlyAwayBehavior.Load ( ValuesDictionary valuesDictionary,
IdToEntityMap idToEntityMap )
函数调用图:

◆ ScanForDanger()

virtual bool Game.ComponentFlyAwayBehavior.ScanForDanger ( )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ ScoreSafePlace()

virtual float Game.ComponentFlyAwayBehavior.ScoreSafePlace ( Vector3 currentPosition,
Vector3 safePosition,
Vector3? lookDirection )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Update()

void Game.ComponentFlyAwayBehavior.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ m_componentBodies

DynamicArray<ComponentBody> Game.ComponentFlyAwayBehavior.m_componentBodies = []

◆ m_componentCreature

ComponentCreature Game.ComponentFlyAwayBehavior.m_componentCreature

◆ m_componentPathfinding

ComponentPathfinding Game.ComponentFlyAwayBehavior.m_componentPathfinding

◆ m_importanceLevel

float Game.ComponentFlyAwayBehavior.m_importanceLevel

◆ m_nextUpdateTime

double Game.ComponentFlyAwayBehavior.m_nextUpdateTime

◆ m_random

Random Game.ComponentFlyAwayBehavior.m_random = new()

◆ m_stateMachine

StateMachine Game.ComponentFlyAwayBehavior.m_stateMachine = new()

◆ m_subsystemAudio

SubsystemAudio Game.ComponentFlyAwayBehavior.m_subsystemAudio

◆ m_subsystemBodies

SubsystemBodies Game.ComponentFlyAwayBehavior.m_subsystemBodies

◆ m_subsystemNoise

SubsystemNoise Game.ComponentFlyAwayBehavior.m_subsystemNoise

◆ m_subsystemTerrain

SubsystemTerrain Game.ComponentFlyAwayBehavior.m_subsystemTerrain

◆ m_subsystemTime

SubsystemTime Game.ComponentFlyAwayBehavior.m_subsystemTime

属性说明

◆ ImportanceLevel

override float Game.ComponentFlyAwayBehavior.ImportanceLevel
get

◆ IsActive

override bool Game.ComponentFlyAwayBehavior.IsActive
set

◆ UpdateOrder

UpdateOrder Game.ComponentFlyAwayBehavior.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: