My Project v1
Project
载入中...
搜索中...
未找到
Game.ComponentHerdBehavior
类 Game.ComponentHerdBehavior 继承关系图:
Game.ComponentHerdBehavior 的协作图:

Public 成员函数

void CallNearbyCreaturesHelp (ComponentCreature target, float maxRange, float maxChaseTime, bool isPersistent)
 
Vector3FindHerdCenter ()
 
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]
 

成员函数说明

◆ CallNearbyCreaturesHelp()

void Game.ComponentHerdBehavior.CallNearbyCreaturesHelp ( ComponentCreature target,
float maxRange,
float maxChaseTime,
bool isPersistent )
函数调用图:
这是这个函数的调用关系图:

◆ FindHerdCenter()

Vector3? Game.ComponentHerdBehavior.FindHerdCenter ( )
函数调用图:
这是这个函数的调用关系图:

◆ Load()

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

◆ Update()

void Game.ComponentHerdBehavior.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ m_autoNearbyCreaturesHelp

bool Game.ComponentHerdBehavior.m_autoNearbyCreaturesHelp

◆ m_componentCreature

ComponentCreature Game.ComponentHerdBehavior.m_componentCreature

◆ m_componentPathfinding

ComponentPathfinding Game.ComponentHerdBehavior.m_componentPathfinding

◆ m_dt

float Game.ComponentHerdBehavior.m_dt

◆ m_herdingRange

float Game.ComponentHerdBehavior.m_herdingRange

◆ m_importanceLevel

float Game.ComponentHerdBehavior.m_importanceLevel

◆ m_look

Vector2 Game.ComponentHerdBehavior.m_look

◆ m_random

Random Game.ComponentHerdBehavior.m_random = new()

◆ m_stateMachine

StateMachine Game.ComponentHerdBehavior.m_stateMachine = new()

◆ m_subsystemCreatureSpawn

SubsystemCreatureSpawn Game.ComponentHerdBehavior.m_subsystemCreatureSpawn

◆ m_subsystemTime

SubsystemTime Game.ComponentHerdBehavior.m_subsystemTime

属性说明

◆ HerdName

string Game.ComponentHerdBehavior.HerdName
getset

◆ ImportanceLevel

override float Game.ComponentHerdBehavior.ImportanceLevel
get

◆ UpdateOrder

UpdateOrder Game.ComponentHerdBehavior.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: