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My Project v1
Project
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Public 类型 | |
| enum | Gait { Walk , Trot , Canter } |
Public 成员函数 | |
| override void | Update (float dt) |
| override void | AnimateCreature () |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| override void | SetModel (Model model) |
Public 成员函数 继承自 Game.ComponentCreatureModel | |
| override void | Animate () |
| void | AnimateCreature () |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| override void | OnEntityAdded () |
| 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 | ProcessBoneHierarchy (ModelBone modelBone, Matrix currentTransform, Matrix[] transforms) |
Public 成员函数 继承自 Game.IUpdateable | |
额外继承的成员函数 | |
属性 继承自 Game.ComponentCreatureModel | |
| 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] |
| override void Game.ComponentFourLeggedModel.AnimateCreature | ( | ) |

| override void Game.ComponentFourLeggedModel.Load | ( | ValuesDictionary | valuesDictionary, |
| IdToEntityMap | idToEntityMap ) |
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virtual |
重载 Game.ComponentModel .
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virtual |
| ModelBone Game.ComponentFourLeggedModel.m_bodyBone |
| float Game.ComponentFourLeggedModel.m_buttFactor |
| float Game.ComponentFourLeggedModel.m_buttPhase |
| bool Game.ComponentFourLeggedModel.m_canCanter |
| float Game.ComponentFourLeggedModel.m_canterLegsAngleFactor |
| bool Game.ComponentFourLeggedModel.m_canTrot |
| float Game.ComponentFourLeggedModel.m_feedFactor |
| float Game.ComponentFourLeggedModel.m_footstepsPhase |
| Gait Game.ComponentFourLeggedModel.m_gait |
| float Game.ComponentFourLeggedModel.m_headAngleY |
| ModelBone Game.ComponentFourLeggedModel.m_headBone |
| ModelBone Game.ComponentFourLeggedModel.m_leg1Bone |
| ModelBone Game.ComponentFourLeggedModel.m_leg2Bone |
| ModelBone Game.ComponentFourLeggedModel.m_leg3Bone |
| ModelBone Game.ComponentFourLeggedModel.m_leg4Bone |
| float Game.ComponentFourLeggedModel.m_legAngle1 |
| float Game.ComponentFourLeggedModel.m_legAngle2 |
| float Game.ComponentFourLeggedModel.m_legAngle3 |
| float Game.ComponentFourLeggedModel.m_legAngle4 |
| bool Game.ComponentFourLeggedModel.m_moveLegWhenFeeding |
| ModelBone Game.ComponentFourLeggedModel.m_neckBone |
| SubsystemAudio Game.ComponentFourLeggedModel.m_subsystemAudio |
| SubsystemSoundMaterials Game.ComponentFourLeggedModel.m_subsystemSoundMaterials |
| bool Game.ComponentFourLeggedModel.m_useCanterSound |
| float Game.ComponentFourLeggedModel.m_walkAnimationSpeed |
| float Game.ComponentFourLeggedModel.m_walkBobHeight |
| float Game.ComponentFourLeggedModel.m_walkFrontLegsAngle |
| float Game.ComponentFourLeggedModel.m_walkHindLegsAngle |