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My Project v1
Project
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Public 成员函数 | |
| virtual void | Poke (bool forceRestart) |
| bool | Dig (TerrainRaycastResult raycastResult) |
| bool | Place (TerrainRaycastResult raycastResult) |
| bool | Place (TerrainRaycastResult raycastResult, int value) |
| bool | Use (Ray3 ray) |
| bool | Interact (TerrainRaycastResult raycastResult) |
| bool | Interact (MovingBlocksRaycastResult raycastResult) |
| void | Hit (ComponentBody componentBody, Vector3 hitPoint, Vector3 hitDirection) |
| bool | Aim (Ray3 aim, AimState state) |
| virtual object | Raycast (Ray3 ray, RaycastMode mode, bool raycastTerrain=true, bool raycastBodies=true, bool raycastMovingBlocks=true, float? Reach=null) |
| 发出射线检测,检测玩家点击到的目标 | |
| T? | Raycast< T > (Ray3 ray, RaycastMode mode, bool raycastTerrain=true, bool raycastBodies=true, bool raycastMovingBlocks=true, float? reach=null) |
| virtual void | RemoveActiveTool (int removeCount) |
| virtual void | DamageActiveTool (int damageCount) |
| void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| override void | Save (ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap) |
| virtual float | CalculateDigTime (int digValue, int toolValue) |
| virtual bool | IsLevelSufficientForTool (int toolValue) |
| virtual int | FindBestInventoryToolForDigging (int digValue) |
Public 成员函数 继承自 Game.IUpdateable | |
静态 Public 成员函数 | |
| static void | AttackBody (Attackment attackment) |
| static void | AttackBody (ComponentBody target, ComponentCreature attacker, Vector3 hitPoint, Vector3 hitDirection, float attackPower, bool isMeleeAttack) |
| static void | AddHitValueParticleSystem (float damage, Entity attacker, Entity attacked, Vector3 hitPoint, Vector3 hitDirection) |
| static bool | IsBlockPlacingAllowed (ComponentBody componentBody) |
Public 属性 | |
| SubsystemTerrain | m_subsystemTerrain |
| SubsystemBodies | m_subsystemBodies |
| SubsystemMovingBlocks | m_subsystemMovingBlocks |
| SubsystemGameInfo | m_subsystemGameInfo |
| SubsystemTime | m_subsystemTime |
| SubsystemAudio | m_subsystemAudio |
| SubsystemSoundMaterials | m_subsystemSoundMaterials |
| SubsystemBlockBehaviors | m_subsystemBlockBehaviors |
| Random | m_random = new() |
| double | m_digStartTime |
| float | m_digProgress |
| double | m_lastHitTime |
| int | m_lastDigFrameIndex |
| float | m_lastPokingPhase |
| double | m_basicHitInterval |
| bool | m_digSpeedBasedOnStrengthFactor = true |
| 挖掘速度是否受玩家力量属性加成 | |
| bool | m_canSqueezeBlock = true |
| bool | m_canJumpToPlace = false |
静态 Public 属性 | |
| static Random | s_random = new() |
| static string | fName = "ComponentMiner" |
属性 | |
| virtual double | HitInterval [get, set] |
| 伤害间隔(原版为0.66f) | |
| ComponentCreature | ComponentCreature [get, set] |
| ComponentPlayer | ComponentPlayer [get, set] |
| ComponentFactors | ComponentFactors [get, set] |
| IInventory | Inventory [get, set] |
| int | ActiveBlockValue [get] |
| float | AttackPower [get, set] |
| float | AutoInteractRate [get, set] |
| float | StrengthFactor [get] |
| float | DigSpeedFactor [get] |
| float | PokingPhase [get, set] |
| CellFace? | DigCellFace [get, set] |
| float | DigTime [get] |
| float | DigProgress [get] |
| UpdateOrder | UpdateOrder [get] |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
Private 属性 | |
| ComponentHealth | m_componentHealth |
| double | m_lastToolHintTime |
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| bool Game.ComponentMiner.Aim | ( | Ray3 | aim, |
| AimState | state ) |


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| bool Game.ComponentMiner.Dig | ( | TerrainRaycastResult | raycastResult | ) |

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| void Game.ComponentMiner.Hit | ( | ComponentBody | componentBody, |
| Vector3 | hitPoint, | ||
| Vector3 | hitDirection ) |


| bool Game.ComponentMiner.Interact | ( | MovingBlocksRaycastResult | raycastResult | ) |

| bool Game.ComponentMiner.Interact | ( | TerrainRaycastResult | raycastResult | ) |


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| override void Game.ComponentMiner.Load | ( | ValuesDictionary | valuesDictionary, |
| IdToEntityMap | idToEntityMap ) |
| bool Game.ComponentMiner.Place | ( | TerrainRaycastResult | raycastResult | ) |


| bool Game.ComponentMiner.Place | ( | TerrainRaycastResult | raycastResult, |
| int | value ) |

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发出射线检测,检测玩家点击到的目标
| ray | |
| mode | 发出射线的意图 |
| raycastTerrain | 该射线是否和地形交互,为false时则忽略地形 |
| raycastBodies | 该射线是否和生物等实体交互,为false时则忽略实体 |
| raycastMovingBlocks | 该射线是否和移动方块交互,为false时则忽略移动方块 |
| Reach | 进行Raycast的距离 |


| T? Game.ComponentMiner.Raycast< T > | ( | Ray3 | ray, |
| RaycastMode | mode, | ||
| bool | raycastTerrain = true, | ||
| bool | raycastBodies = true, | ||
| bool | raycastMovingBlocks = true, | ||
| float? | reach = null ) |
| T | : | struct |

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| override void Game.ComponentMiner.Save | ( | ValuesDictionary | valuesDictionary, |
| EntityToIdMap | entityToIdMap ) |
| void Game.ComponentMiner.Update | ( | float | dt | ) |
| bool Game.ComponentMiner.Use | ( | Ray3 | ray | ) |


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| double Game.ComponentMiner.m_basicHitInterval |
| bool Game.ComponentMiner.m_canJumpToPlace = false |
| bool Game.ComponentMiner.m_canSqueezeBlock = true |
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| float Game.ComponentMiner.m_digProgress |
| bool Game.ComponentMiner.m_digSpeedBasedOnStrengthFactor = true |
挖掘速度是否受玩家力量属性加成
| double Game.ComponentMiner.m_digStartTime |
| int Game.ComponentMiner.m_lastDigFrameIndex |
| double Game.ComponentMiner.m_lastHitTime |
| float Game.ComponentMiner.m_lastPokingPhase |
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| Random Game.ComponentMiner.m_random = new() |
| SubsystemAudio Game.ComponentMiner.m_subsystemAudio |
| SubsystemBlockBehaviors Game.ComponentMiner.m_subsystemBlockBehaviors |
| SubsystemBodies Game.ComponentMiner.m_subsystemBodies |
| SubsystemGameInfo Game.ComponentMiner.m_subsystemGameInfo |
| SubsystemMovingBlocks Game.ComponentMiner.m_subsystemMovingBlocks |
| SubsystemSoundMaterials Game.ComponentMiner.m_subsystemSoundMaterials |
| SubsystemTerrain Game.ComponentMiner.m_subsystemTerrain |
| SubsystemTime Game.ComponentMiner.m_subsystemTime |
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伤害间隔(原版为0.66f)
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实现了 Game.IUpdateable.