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My Project v1
Project
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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 |
| Vector3? | m_flyOrder |
| Vector3? | m_swimOrder |
| Vector2 | m_turnOrder |
| float | m_jumpOrder |
| double | m_nextUpdateTime |
| double | m_lastStuckCheckTime |
| int | m_stuckCount |
| double? | m_aboveBelowTime |
| Vector3? | m_lastStuckCheckPosition |
| DynamicArray< ComponentBody > | m_nearbyBodies = [] |
| double | m_nextBodiesUpdateTime |
| int | m_maxFallHeight = 5 |
| int | m_maxFallHeightRisk = 7 |
静态 Public 属性 | |
| static bool | DrawPilotDestination |
属性 | |
| Vector3? | Destination [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] |
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| override void Game.ComponentPilot.Load | ( | ValuesDictionary | valuesDictionary, |
| IdToEntityMap | idToEntityMap ) |
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| void Game.ComponentPilot.Update | ( | float | dt | ) |
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| double? Game.ComponentPilot.m_aboveBelowTime |
| ComponentCreature Game.ComponentPilot.m_componentCreature |
| Vector3? Game.ComponentPilot.m_flyOrder |
| float Game.ComponentPilot.m_jumpOrder |
| Vector3? Game.ComponentPilot.m_lastStuckCheckPosition |
| double Game.ComponentPilot.m_lastStuckCheckTime |
| int Game.ComponentPilot.m_maxFallHeight = 5 |
| int Game.ComponentPilot.m_maxFallHeightRisk = 7 |
| DynamicArray<ComponentBody> Game.ComponentPilot.m_nearbyBodies = [] |
| double Game.ComponentPilot.m_nextBodiesUpdateTime |
| double Game.ComponentPilot.m_nextUpdateTime |
| Random Game.ComponentPilot.m_random = new() |
| int Game.ComponentPilot.m_stuckCount |
| SubsystemBodies Game.ComponentPilot.m_subsystemBodies |
| SubsystemTerrain Game.ComponentPilot.m_subsystemTerrain |
| SubsystemTime Game.ComponentPilot.m_subsystemTime |
| Vector3? Game.ComponentPilot.m_swimOrder |
| Vector2 Game.ComponentPilot.m_turnOrder |
| Vector2? Game.ComponentPilot.m_walkOrder |
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实现了 Game.IUpdateable.