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My Project v1
Project
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Public 成员函数 | |
| void | CallNearbyCreaturesHelp (ComponentCreature target, float maxRange, float maxChaseTime, bool isPersistent) |
| Vector3? | FindHerdCenter () |
| void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
Public 成员函数 继承自 Game.IUpdateable | |
Public 属性 | |
| SubsystemCreatureSpawn | m_subsystemCreatureSpawn |
| SubsystemTime | m_subsystemTime |
| ComponentCreature | m_componentCreature |
| ComponentPathfinding | m_componentPathfinding |
| StateMachine | m_stateMachine = new() |
| float | m_dt |
| float | m_importanceLevel |
| Random | m_random = new() |
| Vector2 | m_look |
| float | m_herdingRange |
| bool | m_autoNearbyCreaturesHelp |
属性 | |
| string | HerdName [get, set] |
| UpdateOrder | UpdateOrder [get] |
| override float | ImportanceLevel [get] |
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] |
| void Game.ComponentHerdBehavior.CallNearbyCreaturesHelp | ( | ComponentCreature | target, |
| float | maxRange, | ||
| float | maxChaseTime, | ||
| bool | isPersistent ) |


| Vector3? Game.ComponentHerdBehavior.FindHerdCenter | ( | ) |


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

| void Game.ComponentHerdBehavior.Update | ( | float | dt | ) |
| bool Game.ComponentHerdBehavior.m_autoNearbyCreaturesHelp |
| ComponentCreature Game.ComponentHerdBehavior.m_componentCreature |
| ComponentPathfinding Game.ComponentHerdBehavior.m_componentPathfinding |
| float Game.ComponentHerdBehavior.m_dt |
| float Game.ComponentHerdBehavior.m_herdingRange |
| float Game.ComponentHerdBehavior.m_importanceLevel |
| Vector2 Game.ComponentHerdBehavior.m_look |
| Random Game.ComponentHerdBehavior.m_random = new() |
| StateMachine Game.ComponentHerdBehavior.m_stateMachine = new() |
| SubsystemCreatureSpawn Game.ComponentHerdBehavior.m_subsystemCreatureSpawn |
| SubsystemTime Game.ComponentHerdBehavior.m_subsystemTime |
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getset |
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get |
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get |
实现了 Game.IUpdateable.