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

Public 成员函数

virtual void SetDestination (Vector3? destination, float speed, float range, bool ignoreHeightDifference, bool raycastDestination, bool takeRisks, ComponentBody doNotAvoidBody)
 
virtual void Stop ()
 
void Update (float dt)
 
override void Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
 
virtual bool ShouldAvoidBlock (Block block, int cellValue)
 
virtual bool IsTerrainSafeToGo (Vector3 position, Vector3 direction)
 
virtual ComponentBody FindNearestBodyInFront (Vector3 position, Vector2 direction)
 
virtual Vector3 AvoidNearestBody (Vector3 position, Vector3 destination)
 
- Public 成员函数 继承自 Game.IUpdateable

静态 Public 成员函数

static ? Vector2 CombineNullables (Vector2? v1, Vector2? v2)
 
static ? Vector3 CombineNullables (Vector3? v1, Vector3? v2)
 

Public 属性

SubsystemTime m_subsystemTime
 
SubsystemBodies m_subsystemBodies
 
SubsystemTerrain m_subsystemTerrain
 
ComponentCreature m_componentCreature
 
Random m_random = new()
 
Vector2? m_walkOrder
 
Vector3m_flyOrder
 
Vector3m_swimOrder
 
Vector2 m_turnOrder
 
float m_jumpOrder
 
double m_nextUpdateTime
 
double m_lastStuckCheckTime
 
int m_stuckCount
 
double? m_aboveBelowTime
 
Vector3m_lastStuckCheckPosition
 
DynamicArray< ComponentBodym_nearbyBodies = []
 
double m_nextBodiesUpdateTime
 
int m_maxFallHeight = 5
 
int m_maxFallHeightRisk = 7
 

静态 Public 属性

static bool DrawPilotDestination
 

属性

Vector3Destination [get, set]
 
float Speed [get, set]
 
float Range [get, set]
 
bool IgnoreHeightDifference [get, set]
 
bool RaycastDestination [get, set]
 
bool TakeRisks [get, set]
 
ComponentBody DoNotAvoidBody [get, set]
 
bool IsStuck [get, set]
 
UpdateOrder UpdateOrder [get]
 
- 属性 继承自 Game.IUpdateable
float FloatUpdateOrder [get]
 

成员函数说明

◆ AvoidNearestBody()

virtual Vector3 Game.ComponentPilot.AvoidNearestBody ( Vector3 position,
Vector3 destination )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ CombineNullables() [1/2]

static ? Vector2 Game.ComponentPilot.CombineNullables ( Vector2? v1,
Vector2? v2 )
static
这是这个函数的调用关系图:

◆ CombineNullables() [2/2]

static ? Vector3 Game.ComponentPilot.CombineNullables ( Vector3? v1,
Vector3? v2 )
static

◆ FindNearestBodyInFront()

virtual ComponentBody Game.ComponentPilot.FindNearestBodyInFront ( Vector3 position,
Vector2 direction )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ IsTerrainSafeToGo()

virtual bool Game.ComponentPilot.IsTerrainSafeToGo ( Vector3 position,
Vector3 direction )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Load()

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

◆ SetDestination()

virtual void Game.ComponentPilot.SetDestination ( Vector3? destination,
float speed,
float range,
bool ignoreHeightDifference,
bool raycastDestination,
bool takeRisks,
ComponentBody doNotAvoidBody )
virtual
这是这个函数的调用关系图:

◆ ShouldAvoidBlock()

virtual bool Game.ComponentPilot.ShouldAvoidBlock ( Block block,
int cellValue )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Stop()

virtual void Game.ComponentPilot.Stop ( )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Update()

void Game.ComponentPilot.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ DrawPilotDestination

bool Game.ComponentPilot.DrawPilotDestination
static

◆ m_aboveBelowTime

double? Game.ComponentPilot.m_aboveBelowTime

◆ m_componentCreature

ComponentCreature Game.ComponentPilot.m_componentCreature

◆ m_flyOrder

Vector3? Game.ComponentPilot.m_flyOrder

◆ m_jumpOrder

float Game.ComponentPilot.m_jumpOrder

◆ m_lastStuckCheckPosition

Vector3? Game.ComponentPilot.m_lastStuckCheckPosition

◆ m_lastStuckCheckTime

double Game.ComponentPilot.m_lastStuckCheckTime

◆ m_maxFallHeight

int Game.ComponentPilot.m_maxFallHeight = 5

◆ m_maxFallHeightRisk

int Game.ComponentPilot.m_maxFallHeightRisk = 7

◆ m_nearbyBodies

DynamicArray<ComponentBody> Game.ComponentPilot.m_nearbyBodies = []

◆ m_nextBodiesUpdateTime

double Game.ComponentPilot.m_nextBodiesUpdateTime

◆ m_nextUpdateTime

double Game.ComponentPilot.m_nextUpdateTime

◆ m_random

Random Game.ComponentPilot.m_random = new()

◆ m_stuckCount

int Game.ComponentPilot.m_stuckCount

◆ m_subsystemBodies

SubsystemBodies Game.ComponentPilot.m_subsystemBodies

◆ m_subsystemTerrain

SubsystemTerrain Game.ComponentPilot.m_subsystemTerrain

◆ m_subsystemTime

SubsystemTime Game.ComponentPilot.m_subsystemTime

◆ m_swimOrder

Vector3? Game.ComponentPilot.m_swimOrder

◆ m_turnOrder

Vector2 Game.ComponentPilot.m_turnOrder

◆ m_walkOrder

Vector2? Game.ComponentPilot.m_walkOrder

属性说明

◆ Destination

Vector3? Game.ComponentPilot.Destination
getset

◆ DoNotAvoidBody

ComponentBody Game.ComponentPilot.DoNotAvoidBody
getset

◆ IgnoreHeightDifference

bool Game.ComponentPilot.IgnoreHeightDifference
getset

◆ IsStuck

bool Game.ComponentPilot.IsStuck
getset

◆ Range

float Game.ComponentPilot.Range
getset

◆ RaycastDestination

bool Game.ComponentPilot.RaycastDestination
getset

◆ Speed

float Game.ComponentPilot.Speed
getset

◆ TakeRisks

bool Game.ComponentPilot.TakeRisks
getset

◆ UpdateOrder

UpdateOrder Game.ComponentPilot.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: