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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) |
| override void | Save (ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap) |
| virtual void | NormalMovement (float dt) |
| virtual void | LadderMovement (float dt, int value) |
Public 成员函数 继承自 Game.IUpdateable | |
Public 属性 | |
| SubsystemTime | m_subsystemTime |
| SubsystemNoise | m_subsystemNoise |
| SubsystemTerrain | m_subsystemTerrain |
| SubsystemGameInfo | m_subsystemGameInfo |
| ComponentCreature | m_componentCreature |
| ComponentPlayer | m_componentPlayer |
| ComponentLevel | m_componentLevel |
| ComponentFactors | m_componentFactors |
| ComponentClothing | m_componentClothing |
| ComponentMount | m_componentMount |
| ComponentRider | m_componentRider |
| Random | m_random = new() |
| Vector2? | m_walkOrder |
| Vector3? | m_flyOrder |
| Vector3? | m_swimOrder |
| Vector2 | m_turnOrder |
| Vector2 | m_lookOrder |
| float | m_jumpOrder |
| bool | m_lookAutoLevelX |
| bool | m_lookAutoLevelY |
| double | m_shoesWarningTime |
| float | m_walkSpeedWhenTurning |
| float | m_minFrictionFactor |
| double | m_ladderActivationTime |
| float | m_swimBurstRemaining |
| Vector2 | m_lookAngles |
| Vector3? | m_lastPosition |
| bool | m_walking |
| bool | m_falling |
| bool | m_climbing |
| bool | m_jumping |
| bool | m_swimming |
| bool | m_flying |
| bool | EnableGravityOnDeathOrStun = true |
| bool | AllowShoesWarning = true |
静态 Public 属性 | |
| static bool | IsCreativeFlyEnabledSet = false |
属性 | |
| float | AccelerationFactor [get, set] |
| float | WalkSpeed [get, set] |
| float | LadderSpeed [get, set] |
| float | JumpSpeed [get, set] |
| float | FlySpeed [get, set] |
| float | CreativeFlySpeed [get, set] |
| float | SwimSpeed [get, set] |
| float | TurnSpeed [get, set] |
| float | LookSpeed [get, set] |
| float | InAirWalkFactor [get, set] |
| float? | SlipSpeed [get, set] |
| Vector2 | LookAngles [get, set] |
| int? | LadderValue [get, set] |
| Vector2? | WalkOrder [get, set] |
| Vector3? | FlyOrder [get, set] |
| Vector3? | SwimOrder [get, set] |
| Vector2 | TurnOrder [get, set] |
| Vector2 | LookOrder [get, set] |
| float | JumpOrder [get, set] |
| Vector3? | VrMoveOrder [get, set] |
| Vector2? | VrLookOrder [get, set] |
| float | StunTime [get, set] |
| Vector2? | LastWalkOrder [get, set] |
| float | LastJumpOrder [get, set] |
| Vector3? | LastFlyOrder [get, set] |
| Vector3? | LastSwimOrder [get, set] |
| Vector2 | LastTurnOrder [get, set] |
| bool | IsCreativeFlyEnabled [get, set] |
| UpdateOrder | UpdateOrder [get] |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
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virtual |


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

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virtual |


| override void Game.ComponentLocomotion.Save | ( | ValuesDictionary | valuesDictionary, |
| EntityToIdMap | entityToIdMap ) |
| void Game.ComponentLocomotion.Update | ( | float | dt | ) |
| bool Game.ComponentLocomotion.AllowShoesWarning = true |
| bool Game.ComponentLocomotion.EnableGravityOnDeathOrStun = true |
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static |
| bool Game.ComponentLocomotion.m_climbing |
| ComponentClothing Game.ComponentLocomotion.m_componentClothing |
| ComponentCreature Game.ComponentLocomotion.m_componentCreature |
| ComponentFactors Game.ComponentLocomotion.m_componentFactors |
| ComponentLevel Game.ComponentLocomotion.m_componentLevel |
| ComponentMount Game.ComponentLocomotion.m_componentMount |
| ComponentPlayer Game.ComponentLocomotion.m_componentPlayer |
| ComponentRider Game.ComponentLocomotion.m_componentRider |
| bool Game.ComponentLocomotion.m_falling |
| bool Game.ComponentLocomotion.m_flying |
| Vector3? Game.ComponentLocomotion.m_flyOrder |
| bool Game.ComponentLocomotion.m_jumping |
| float Game.ComponentLocomotion.m_jumpOrder |
| double Game.ComponentLocomotion.m_ladderActivationTime |
| Vector3? Game.ComponentLocomotion.m_lastPosition |
| Vector2 Game.ComponentLocomotion.m_lookAngles |
| bool Game.ComponentLocomotion.m_lookAutoLevelX |
| bool Game.ComponentLocomotion.m_lookAutoLevelY |
| Vector2 Game.ComponentLocomotion.m_lookOrder |
| float Game.ComponentLocomotion.m_minFrictionFactor |
| Random Game.ComponentLocomotion.m_random = new() |
| double Game.ComponentLocomotion.m_shoesWarningTime |
| SubsystemGameInfo Game.ComponentLocomotion.m_subsystemGameInfo |
| SubsystemNoise Game.ComponentLocomotion.m_subsystemNoise |
| SubsystemTerrain Game.ComponentLocomotion.m_subsystemTerrain |
| SubsystemTime Game.ComponentLocomotion.m_subsystemTime |
| float Game.ComponentLocomotion.m_swimBurstRemaining |
| bool Game.ComponentLocomotion.m_swimming |
| Vector3? Game.ComponentLocomotion.m_swimOrder |
| Vector2 Game.ComponentLocomotion.m_turnOrder |
| bool Game.ComponentLocomotion.m_walking |
| Vector2? Game.ComponentLocomotion.m_walkOrder |
| float Game.ComponentLocomotion.m_walkSpeedWhenTurning |
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实现了 Game.IUpdateable.
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