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My Project v1
Project
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Public 成员函数 | |
| void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
Public 成员函数 继承自 Game.IUpdateable | |
属性 | |
| 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] |
| override void Game.ComponentLayEggBehavior.Load | ( | ValuesDictionary | valuesDictionary, |
| IdToEntityMap | idToEntityMap ) |

| void Game.ComponentLayEggBehavior.Update | ( | float | dt | ) |
| ComponentCreature Game.ComponentLayEggBehavior.m_componentCreature |
| ComponentPathfinding Game.ComponentLayEggBehavior.m_componentPathfinding |
| float Game.ComponentLayEggBehavior.m_dt |
| EggBlock.EggType Game.ComponentLayEggBehavior.m_eggType |
| float Game.ComponentLayEggBehavior.m_importanceLevel |
| float Game.ComponentLayEggBehavior.m_layFrequency |
| float Game.ComponentLayEggBehavior.m_layTime |
| Random Game.ComponentLayEggBehavior.m_random = new() |
| StateMachine Game.ComponentLayEggBehavior.m_stateMachine = new() |
| SubsystemAudio Game.ComponentLayEggBehavior.m_subsystemAudio |
| SubsystemPickables Game.ComponentLayEggBehavior.m_subsystemPickables |
| SubsystemTerrain Game.ComponentLayEggBehavior.m_subsystemTerrain |
| SubsystemTime Game.ComponentLayEggBehavior.m_subsystemTime |
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get |
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get |
实现了 Game.IUpdateable.