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My Project v1
Project
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Public 成员函数 | |
| virtual ComponentMount | FindNearestMount () |
| virtual void | StartMounting (ComponentMount componentMount) |
| virtual void | StartDismounting () |
| void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| virtual float | ScoreMount (ComponentMount componentMount, float maxDistance) |
Public 成员函数 继承自 Game.IUpdateable | |
Public 属性 | |
| SubsystemBodies | m_subsystemBodies |
| SubsystemTerrain | m_subsystemTerrain |
| DynamicArray< ComponentBody > | m_componentBodies = [] |
| Vector3 | m_riderOffset |
| float | m_animationTime |
| bool | m_isAnimating |
| bool | m_isDismounting |
| Vector3 | m_targetPositionOffset |
| Quaternion | m_targetRotationOffset |
| float | m_outOfMountTime |
属性 | |
| ComponentCreature | ComponentCreature [get, set] |
| ComponentMount | Mount [get] |
| UpdateOrder | UpdateOrder [get] |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
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virtual |


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


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virtual |


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virtual |

| void Game.ComponentRider.Update | ( | float | dt | ) |
| float Game.ComponentRider.m_animationTime |
| DynamicArray<ComponentBody> Game.ComponentRider.m_componentBodies = [] |
| bool Game.ComponentRider.m_isAnimating |
| bool Game.ComponentRider.m_isDismounting |
| float Game.ComponentRider.m_outOfMountTime |
| Vector3 Game.ComponentRider.m_riderOffset |
| SubsystemBodies Game.ComponentRider.m_subsystemBodies |
| SubsystemTerrain Game.ComponentRider.m_subsystemTerrain |
| Vector3 Game.ComponentRider.m_targetPositionOffset |
| Quaternion Game.ComponentRider.m_targetRotationOffset |
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getset |
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get |
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get |
实现了 Game.IUpdateable.