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My Project v1
Project
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Public 成员函数 | |
| override void | Update (float dt) |
| override void | AnimateCreature () |
| override void | DrawExtras (Camera camera) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| override void | SetModel (Model model) |
| override Vector3 | CalculateEyePosition () |
| override Quaternion | CalculateEyeRotation () |
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 () |
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) |
| 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.ComponentHumanModel.AnimateCreature | ( | ) |

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virtual |
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virtual |
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virtual |
| override void Game.ComponentHumanModel.Load | ( | ValuesDictionary | valuesDictionary, |
| IdToEntityMap | idToEntityMap ) |
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virtual |
重载 Game.ComponentModel .
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virtual |
| float Game.ComponentHumanModel.m_aimHandAngle |
| ModelBone Game.ComponentHumanModel.m_bodyBone |
| ComponentMiner Game.ComponentHumanModel.m_componentMiner |
| ComponentPlayer Game.ComponentHumanModel.m_componentPlayer |
| ComponentRider Game.ComponentHumanModel.m_componentRider |
| ComponentSleep Game.ComponentHumanModel.m_componentSleep |
| DrawBlockEnvironmentData Game.ComponentHumanModel.m_drawBlockEnvironmentData = new() |
| float Game.ComponentHumanModel.m_footstepsPhase |
| ModelBone Game.ComponentHumanModel.m_hand1Bone |
| ModelBone Game.ComponentHumanModel.m_hand2Bone |
| Vector2 Game.ComponentHumanModel.m_handAngles1 |
| Vector2 Game.ComponentHumanModel.m_handAngles2 |
| Vector2 Game.ComponentHumanModel.m_headAngles |
| ModelBone Game.ComponentHumanModel.m_headBone |
| float Game.ComponentHumanModel.m_headingOffset |
| Vector3 Game.ComponentHumanModel.m_inHandItemOffset |
| Vector3 Game.ComponentHumanModel.m_inHandItemRotation |
| ModelBone Game.ComponentHumanModel.m_leg1Bone |
| ModelBone Game.ComponentHumanModel.m_leg2Bone |
| Vector2 Game.ComponentHumanModel.m_legAngles1 |
| Vector2 Game.ComponentHumanModel.m_legAngles2 |
| float Game.ComponentHumanModel.m_lieDownFactorEye |
| float Game.ComponentHumanModel.m_lieDownFactorModel |
| int Game.ComponentHumanModel.m_punchCounter |
| float Game.ComponentHumanModel.m_punchFactor |
| float Game.ComponentHumanModel.m_punchPhase |
| bool Game.ComponentHumanModel.m_rowLeft |
| bool Game.ComponentHumanModel.m_rowRight |
| float Game.ComponentHumanModel.m_sneakFactor |
| SubsystemAudio Game.ComponentHumanModel.m_subsystemAudio |
| SubsystemModelsRenderer Game.ComponentHumanModel.m_subsystemModelsRenderer |
| SubsystemNoise Game.ComponentHumanModel.m_subsystemNoise |
| SubsystemTerrain Game.ComponentHumanModel.m_subsystemTerrain |
| float Game.ComponentHumanModel.m_walkAnimationSpeed |
| float Game.ComponentHumanModel.m_walkBobHeight |
| float Game.ComponentHumanModel.m_walkLegsAngle |