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My Project v1
Project
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Public 成员函数 | |
| void | Update (float dt) |
| void | Draw (Camera camera, int drawOrder) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| virtual void | DrawOverlay (Camera camera, Color color, float innerFactor, float outerFactor) |
| virtual void | DrawTexturedOverlay (Camera camera, Texture2D texture, Color color, float innerFactor, float outerFactor, Vector2 offset) |
| virtual void | DrawIceOverlay (Camera camera, float factor) |
| virtual void | DrawFloatingMessage (Camera camera, string message, float factor) |
| virtual void | DrawMessage (Camera camera, string message, float factor) |
Public 成员函数 继承自 Game.IDrawable | |
Public 成员函数 继承自 Game.IUpdateable | |
Public 属性 | |
| SubsystemTime | m_subsystemTime |
| SubsystemTerrain | m_subsystemTerrain |
| SubsystemSky | m_subsystemSky |
| ComponentGui | m_componentGui |
| ComponentPlayer | m_componentPlayer |
| PrimitivesRenderer2D | m_primitivesRenderer2D = new() |
| PrimitivesRenderer3D | m_primitivesRenderer3D = new() |
| Random | m_random = new(0) |
| Vector2[] | m_iceVertices |
| Point2 | m_cellsCount |
| float? | m_light |
| double? | m_waterSurfaceCrossTime |
| bool | m_isUnderWater |
静态 Public 属性 | |
| static int[] | m_drawOrders |
属性 | |
| float | BlackoutFactor [get, set] |
| float | RedoutFactor [get, set] |
| float | GreenoutFactor [get, set] |
| string | FloatingMessage [get, set] |
| float | FloatingMessageFactor [get, set] |
| string | Message [get, set] |
| float | MessageFactor [get, set] |
| float | IceFactor [get, set] |
| UpdateOrder | UpdateOrder [get] |
| int[] | DrawOrders [get] |
属性 继承自 Game.IDrawable | |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
| void Game.ComponentScreenOverlays.Draw | ( | Camera | camera, |
| int | drawOrder ) |
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| override void Game.ComponentScreenOverlays.Load | ( | ValuesDictionary | valuesDictionary, |
| IdToEntityMap | idToEntityMap ) |
| void Game.ComponentScreenOverlays.Update | ( | float | dt | ) |
实现了 Game.IUpdateable.
| Point2 Game.ComponentScreenOverlays.m_cellsCount |
| ComponentGui Game.ComponentScreenOverlays.m_componentGui |
| ComponentPlayer Game.ComponentScreenOverlays.m_componentPlayer |
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static |
| Vector2 [] Game.ComponentScreenOverlays.m_iceVertices |
| bool Game.ComponentScreenOverlays.m_isUnderWater |
| float? Game.ComponentScreenOverlays.m_light |
| PrimitivesRenderer2D Game.ComponentScreenOverlays.m_primitivesRenderer2D = new() |
| PrimitivesRenderer3D Game.ComponentScreenOverlays.m_primitivesRenderer3D = new() |
| Random Game.ComponentScreenOverlays.m_random = new(0) |
| SubsystemSky Game.ComponentScreenOverlays.m_subsystemSky |
| SubsystemTerrain Game.ComponentScreenOverlays.m_subsystemTerrain |
| SubsystemTime Game.ComponentScreenOverlays.m_subsystemTime |
| double? Game.ComponentScreenOverlays.m_waterSurfaceCrossTime |
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getset |
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get |
实现了 Game.IDrawable.
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getset |
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getset |
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getset |
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getset |
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getset |
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getset |
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getset |
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get |
实现了 Game.IUpdateable.