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

Public 成员函数

virtual void OnSpiked (SubsystemBlockBehavior spikeBlockBehavior, float damage, CellFace cellFace, float velocity, ComponentBody componentBody, string causeOfDeath)
 
virtual float CalculateFallDamage ()
 
virtual void Heal (float amount)
 
virtual void Injure (float amount, ComponentCreature attacker, bool ignoreInvulnerability, string cause)
 
virtual void Injure (Injury injury)
 
virtual void Die (Injury injury)
 
void Update (float dt)
 
override void Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
 
override void Save (ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap)
 
- Public 成员函数 继承自 Game.IUpdateable

Public 属性

SubsystemTime m_subsystemTime
 
SubsystemTimeOfDay m_subsystemTimeOfDay
 
SubsystemTerrain m_subsystemTerrain
 
SubsystemParticles m_subsystemParticles
 
SubsystemGameInfo m_subsystemGameInfo
 
SubsystemPickables m_subsystemPickables
 
ComponentCreature m_componentCreature
 
ComponentPlayer m_componentPlayer
 
ComponentOnFire m_componentOnFire
 
ComponentFactors m_componentFactors
 
int ExperienceOrbBlockIndex = 8
 
float m_lastHealth
 
bool m_wasStanding
 
float m_redScreenFactor
 
Random m_random = new()
 
bool m_regenerateLifeEnabled = true
 
float? RedScreenFactorInCrush = 1f
 
float m_attackResilience
 
float m_fallResilience
 
float m_fireResilience
 

属性

virtual float VoidDamageFactor [get, set]
 
virtual float AirLackResilience [get, set]
 
virtual float MagmaResilience [get, set]
 
virtual float CrushResilience [get, set]
 
virtual float SpikeResilience [get, set]
 
virtual float ExplosionResilience [get, set]
 
virtual bool StackExperienceOnKill [get, set]
 
virtual string CauseOfDeath [get, set]
 
virtual bool IsInvulnerable [get, set]
 
virtual float Health [get, set]
 
virtual float HealthChange [get, set]
 
virtual BreathingMode BreathingMode [get, set]
 
virtual float Air [get, set]
 
virtual float AirCapacity [get, set]
 
virtual bool CanStrand [get, set]
 
virtual float AttackResilience [get, set]
 攻击抗性
 
virtual float FallResilience [get, set]
 掉落抗性
 
virtual float FireResilience [get, set]
 
virtual ? double DeathTime [get, set]
 
virtual float CorpseDuration [get, set]
 
virtual float AttackResilienceFactor [get, set]
 攻击抗性加成系数
 
virtual float FallResilienceFactor [get, set]
 掉落抗性加成系数
 
virtual float FireResilienceFactor [get, set]
 火焰伤害抗性系数
 
virtual float HealFactor [get, set]
 生命恢复速度系数
 
UpdateOrder UpdateOrder [get]
 
virtual Action< ComponentCreatureAttacked [get, set]
 
virtual Action< InjuryInjured [get, set]
 
- 属性 继承自 Game.IUpdateable
float FloatUpdateOrder [get]
 

成员函数说明

◆ CalculateFallDamage()

virtual float Game.ComponentHealth.CalculateFallDamage ( )
virtual
这是这个函数的调用关系图:

◆ Die()

virtual void Game.ComponentHealth.Die ( Injury injury)
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Heal()

virtual void Game.ComponentHealth.Heal ( float amount)
virtual
这是这个函数的调用关系图:

◆ Injure() [1/2]

virtual void Game.ComponentHealth.Injure ( float amount,
ComponentCreature attacker,
bool ignoreInvulnerability,
string cause )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Injure() [2/2]

virtual void Game.ComponentHealth.Injure ( Injury injury)
virtual
函数调用图:

◆ Load()

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

◆ OnSpiked()

virtual void Game.ComponentHealth.OnSpiked ( SubsystemBlockBehavior spikeBlockBehavior,
float damage,
CellFace cellFace,
float velocity,
ComponentBody componentBody,
string causeOfDeath )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Save()

override void Game.ComponentHealth.Save ( ValuesDictionary valuesDictionary,
EntityToIdMap entityToIdMap )

◆ Update()

void Game.ComponentHealth.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ ExperienceOrbBlockIndex

int Game.ComponentHealth.ExperienceOrbBlockIndex = 8

◆ m_attackResilience

float Game.ComponentHealth.m_attackResilience

◆ m_componentCreature

ComponentCreature Game.ComponentHealth.m_componentCreature

◆ m_componentFactors

ComponentFactors Game.ComponentHealth.m_componentFactors

◆ m_componentOnFire

ComponentOnFire Game.ComponentHealth.m_componentOnFire

◆ m_componentPlayer

ComponentPlayer Game.ComponentHealth.m_componentPlayer

◆ m_fallResilience

float Game.ComponentHealth.m_fallResilience

◆ m_fireResilience

float Game.ComponentHealth.m_fireResilience

◆ m_lastHealth

float Game.ComponentHealth.m_lastHealth

◆ m_random

Random Game.ComponentHealth.m_random = new()

◆ m_redScreenFactor

float Game.ComponentHealth.m_redScreenFactor

◆ m_regenerateLifeEnabled

bool Game.ComponentHealth.m_regenerateLifeEnabled = true

◆ m_subsystemGameInfo

SubsystemGameInfo Game.ComponentHealth.m_subsystemGameInfo

◆ m_subsystemParticles

SubsystemParticles Game.ComponentHealth.m_subsystemParticles

◆ m_subsystemPickables

SubsystemPickables Game.ComponentHealth.m_subsystemPickables

◆ m_subsystemTerrain

SubsystemTerrain Game.ComponentHealth.m_subsystemTerrain

◆ m_subsystemTime

SubsystemTime Game.ComponentHealth.m_subsystemTime

◆ m_subsystemTimeOfDay

SubsystemTimeOfDay Game.ComponentHealth.m_subsystemTimeOfDay

◆ m_wasStanding

bool Game.ComponentHealth.m_wasStanding

◆ RedScreenFactorInCrush

float? Game.ComponentHealth.RedScreenFactorInCrush = 1f

属性说明

◆ Air

virtual float Game.ComponentHealth.Air
getset

◆ AirCapacity

virtual float Game.ComponentHealth.AirCapacity
getset

◆ AirLackResilience

virtual float Game.ComponentHealth.AirLackResilience
getset

◆ Attacked

virtual Action<ComponentCreature> Game.ComponentHealth.Attacked
getset

◆ AttackResilience

virtual float Game.ComponentHealth.AttackResilience
getset

攻击抗性

◆ AttackResilienceFactor

virtual float Game.ComponentHealth.AttackResilienceFactor
getset

攻击抗性加成系数

◆ BreathingMode

virtual BreathingMode Game.ComponentHealth.BreathingMode
getset

◆ CanStrand

virtual bool Game.ComponentHealth.CanStrand
getset

◆ CauseOfDeath

virtual string Game.ComponentHealth.CauseOfDeath
getset

◆ CorpseDuration

virtual float Game.ComponentHealth.CorpseDuration
getset

◆ CrushResilience

virtual float Game.ComponentHealth.CrushResilience
getset

◆ DeathTime

virtual ? double Game.ComponentHealth.DeathTime
getset

◆ ExplosionResilience

virtual float Game.ComponentHealth.ExplosionResilience
getset

◆ FallResilience

virtual float Game.ComponentHealth.FallResilience
getset

掉落抗性

◆ FallResilienceFactor

virtual float Game.ComponentHealth.FallResilienceFactor
getset

掉落抗性加成系数

◆ FireResilience

virtual float Game.ComponentHealth.FireResilience
getset

◆ FireResilienceFactor

virtual float Game.ComponentHealth.FireResilienceFactor
getset

火焰伤害抗性系数

◆ HealFactor

virtual float Game.ComponentHealth.HealFactor
getset

生命恢复速度系数

◆ Health

virtual float Game.ComponentHealth.Health
getset

◆ HealthChange

virtual float Game.ComponentHealth.HealthChange
getset

◆ Injured

virtual Action<Injury> Game.ComponentHealth.Injured
getset

◆ IsInvulnerable

virtual bool Game.ComponentHealth.IsInvulnerable
getset

◆ MagmaResilience

virtual float Game.ComponentHealth.MagmaResilience
getset

◆ SpikeResilience

virtual float Game.ComponentHealth.SpikeResilience
getset

◆ StackExperienceOnKill

virtual bool Game.ComponentHealth.StackExperienceOnKill
getset

◆ UpdateOrder

UpdateOrder Game.ComponentHealth.UpdateOrder
get

实现了 Game.IUpdateable.

◆ VoidDamageFactor

virtual float Game.ComponentHealth.VoidDamageFactor
getset

该类的文档由以下文件生成: