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Game.ComponentOnFire
类 Game.ComponentOnFire 继承关系图:
Game.ComponentOnFire 的协作图:

Public 成员函数

virtual void SetOnFire (ComponentCreature attacker, float duration)
 
virtual void Extinguish ()
 
void Update (float dt)
 
override void Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
 
override void Save (ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap)
 
override void OnEntityRemoved ()
 
virtual bool CheckIfBodyTouchesFire ()
 
- Public 成员函数 继承自 Game.IUpdateable

Public 属性

SubsystemTime m_subsystemTime
 
SubsystemTerrain m_subsystemTerrain
 
SubsystemAudio m_subsystemAudio
 
SubsystemAmbientSounds m_subsystemAmbientSounds
 
SubsystemParticles m_subsystemParticles
 
Random m_random = new()
 
double m_nextCheckTime
 
int m_fireTouchCount
 
OnFireParticleSystem m_onFireParticleSystem
 
float m_soundVolume
 
float m_fireDuration
 
bool m_hideFireParticle = false
 

属性

ComponentBody ComponentBody [get, set]
 
bool IsOnFire [get]
 
bool TouchesFire [get, set]
 
ComponentCreature Attacker [get, set]
 
UpdateOrder UpdateOrder [get]
 
- 属性 继承自 Game.IUpdateable
float FloatUpdateOrder [get]
 

成员函数说明

◆ CheckIfBodyTouchesFire()

virtual bool Game.ComponentOnFire.CheckIfBodyTouchesFire ( )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Extinguish()

virtual void Game.ComponentOnFire.Extinguish ( )
virtual
这是这个函数的调用关系图:

◆ Load()

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

◆ OnEntityRemoved()

override void Game.ComponentOnFire.OnEntityRemoved ( )

◆ Save()

override void Game.ComponentOnFire.Save ( ValuesDictionary valuesDictionary,
EntityToIdMap entityToIdMap )

◆ SetOnFire()

virtual void Game.ComponentOnFire.SetOnFire ( ComponentCreature attacker,
float duration )
virtual
这是这个函数的调用关系图:

◆ Update()

void Game.ComponentOnFire.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ m_fireDuration

float Game.ComponentOnFire.m_fireDuration

◆ m_fireTouchCount

int Game.ComponentOnFire.m_fireTouchCount

◆ m_hideFireParticle

bool Game.ComponentOnFire.m_hideFireParticle = false

◆ m_nextCheckTime

double Game.ComponentOnFire.m_nextCheckTime

◆ m_onFireParticleSystem

OnFireParticleSystem Game.ComponentOnFire.m_onFireParticleSystem

◆ m_random

Random Game.ComponentOnFire.m_random = new()

◆ m_soundVolume

float Game.ComponentOnFire.m_soundVolume

◆ m_subsystemAmbientSounds

SubsystemAmbientSounds Game.ComponentOnFire.m_subsystemAmbientSounds

◆ m_subsystemAudio

SubsystemAudio Game.ComponentOnFire.m_subsystemAudio

◆ m_subsystemParticles

SubsystemParticles Game.ComponentOnFire.m_subsystemParticles

◆ m_subsystemTerrain

SubsystemTerrain Game.ComponentOnFire.m_subsystemTerrain

◆ m_subsystemTime

SubsystemTime Game.ComponentOnFire.m_subsystemTime

属性说明

◆ Attacker

ComponentCreature Game.ComponentOnFire.Attacker
getset

◆ ComponentBody

ComponentBody Game.ComponentOnFire.ComponentBody
getset

◆ IsOnFire

bool Game.ComponentOnFire.IsOnFire
get

◆ TouchesFire

bool Game.ComponentOnFire.TouchesFire
getset

◆ UpdateOrder

UpdateOrder Game.ComponentOnFire.UpdateOrder
get

实现了 Game.IUpdateable.


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