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My Project v1
Project
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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 | |
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< ComponentCreature > | Attacked [get, set] |
| virtual Action< Injury > | Injured [get, set] |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
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| override void Game.ComponentHealth.Load | ( | ValuesDictionary | valuesDictionary, |
| IdToEntityMap | idToEntityMap ) |

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| override void Game.ComponentHealth.Save | ( | ValuesDictionary | valuesDictionary, |
| EntityToIdMap | entityToIdMap ) |
| void Game.ComponentHealth.Update | ( | float | dt | ) |
| int Game.ComponentHealth.ExperienceOrbBlockIndex = 8 |
| float Game.ComponentHealth.m_attackResilience |
| ComponentCreature Game.ComponentHealth.m_componentCreature |
| ComponentFactors Game.ComponentHealth.m_componentFactors |
| ComponentOnFire Game.ComponentHealth.m_componentOnFire |
| ComponentPlayer Game.ComponentHealth.m_componentPlayer |
| float Game.ComponentHealth.m_fallResilience |
| float Game.ComponentHealth.m_fireResilience |
| float Game.ComponentHealth.m_lastHealth |
| Random Game.ComponentHealth.m_random = new() |
| float Game.ComponentHealth.m_redScreenFactor |
| bool Game.ComponentHealth.m_regenerateLifeEnabled = true |
| SubsystemGameInfo Game.ComponentHealth.m_subsystemGameInfo |
| SubsystemParticles Game.ComponentHealth.m_subsystemParticles |
| SubsystemPickables Game.ComponentHealth.m_subsystemPickables |
| SubsystemTerrain Game.ComponentHealth.m_subsystemTerrain |
| SubsystemTime Game.ComponentHealth.m_subsystemTime |
| SubsystemTimeOfDay Game.ComponentHealth.m_subsystemTimeOfDay |
| bool Game.ComponentHealth.m_wasStanding |
| float? Game.ComponentHealth.RedScreenFactorInCrush = 1f |
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攻击抗性
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攻击抗性加成系数
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掉落抗性
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掉落抗性加成系数
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火焰伤害抗性系数
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生命恢复速度系数
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实现了 Game.IUpdateable.
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