|
My Project v1
Project
|


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 | |
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] |
|
virtual |


|
virtual |

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

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

| void Game.ComponentOnFire.Update | ( | float | dt | ) |
| float Game.ComponentOnFire.m_fireDuration |
| int Game.ComponentOnFire.m_fireTouchCount |
| bool Game.ComponentOnFire.m_hideFireParticle = false |
| double Game.ComponentOnFire.m_nextCheckTime |
| OnFireParticleSystem Game.ComponentOnFire.m_onFireParticleSystem |
| Random Game.ComponentOnFire.m_random = new() |
| float Game.ComponentOnFire.m_soundVolume |
| SubsystemAmbientSounds Game.ComponentOnFire.m_subsystemAmbientSounds |
| SubsystemAudio Game.ComponentOnFire.m_subsystemAudio |
| SubsystemParticles Game.ComponentOnFire.m_subsystemParticles |
| SubsystemTerrain Game.ComponentOnFire.m_subsystemTerrain |
| SubsystemTime Game.ComponentOnFire.m_subsystemTime |
|
getset |
|
getset |
|
get |
|
getset |
|
get |
实现了 Game.IUpdateable.