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

Public 成员函数

bool CanSleep (out string reason)
 为了模组间兼容性,该方法不再建议覆盖。 控制睡觉需要的条件,需要通过控制m_conditionsToSleep更改,具体查看Load()中的添加。 模组作者可以在自己的Component中添加对应的m_conditionsToSleep
 
virtual void Sleep (bool allowManualWakeup)
 
virtual void WakeUp ()
 
void Update (float dt)
 
override void Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
 
override void Save (ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap)
 
- Public 成员函数 继承自 Game.IUpdateable

Public 属性

Dictionary< string, Func< string > > m_conditionsToSleep = []
 
SubsystemPlayers m_subsystemPlayers
 
SubsystemSky m_subsystemSky
 
SubsystemTime m_subsystemTime
 
SubsystemUpdate m_subsystemUpdate
 
SubsystemGameInfo m_subsystemGameInfo
 
SubsystemTimeOfDay m_subsystemTimeOfDay
 
SubsystemTerrain m_subsystemTerrain
 
ComponentPlayer m_componentPlayer
 
double? m_sleepStartTime
 
float m_sleepFactor
 
bool m_allowManualWakeUp
 
float m_minWetness
 
float m_messageFactor
 
double m_minAutoSleepTime = 180
 
bool m_wakeUpWhenWet = true
 
bool m_wakeUpWhenInjured = true
 
bool m_wakeUpWhenAttacked = true
 
float MaxSleepBlackoutFactor = 1f
 

静态 Public 属性

static string fName = "ComponentSleep"
 

属性

bool IsSleeping [get]
 
float SleepFactor [get]
 
UpdateOrder UpdateOrder [get]
 
- 属性 继承自 Game.IUpdateable
float FloatUpdateOrder [get]
 

成员函数说明

◆ CanSleep()

bool Game.ComponentSleep.CanSleep ( out string reason)

为了模组间兼容性,该方法不再建议覆盖。 控制睡觉需要的条件,需要通过控制m_conditionsToSleep更改,具体查看Load()中的添加。 模组作者可以在自己的Component中添加对应的m_conditionsToSleep

参数
reason
返回
这是这个函数的调用关系图:

◆ Load()

override void Game.ComponentSleep.Load ( ValuesDictionary valuesDictionary,
IdToEntityMap idToEntityMap )
函数调用图:

◆ Save()

override void Game.ComponentSleep.Save ( ValuesDictionary valuesDictionary,
EntityToIdMap entityToIdMap )

◆ Sleep()

virtual void Game.ComponentSleep.Sleep ( bool allowManualWakeup)
virtual
这是这个函数的调用关系图:

◆ Update()

void Game.ComponentSleep.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

◆ WakeUp()

virtual void Game.ComponentSleep.WakeUp ( )
virtual
这是这个函数的调用关系图:

类成员变量说明

◆ fName

string Game.ComponentSleep.fName = "ComponentSleep"
static

◆ m_allowManualWakeUp

bool Game.ComponentSleep.m_allowManualWakeUp

◆ m_componentPlayer

ComponentPlayer Game.ComponentSleep.m_componentPlayer

◆ m_conditionsToSleep

Dictionary<string, Func<string> > Game.ComponentSleep.m_conditionsToSleep = []

◆ m_messageFactor

float Game.ComponentSleep.m_messageFactor

◆ m_minAutoSleepTime

double Game.ComponentSleep.m_minAutoSleepTime = 180

◆ m_minWetness

float Game.ComponentSleep.m_minWetness

◆ m_sleepFactor

float Game.ComponentSleep.m_sleepFactor

◆ m_sleepStartTime

double? Game.ComponentSleep.m_sleepStartTime

◆ m_subsystemGameInfo

SubsystemGameInfo Game.ComponentSleep.m_subsystemGameInfo

◆ m_subsystemPlayers

SubsystemPlayers Game.ComponentSleep.m_subsystemPlayers

◆ m_subsystemSky

SubsystemSky Game.ComponentSleep.m_subsystemSky

◆ m_subsystemTerrain

SubsystemTerrain Game.ComponentSleep.m_subsystemTerrain

◆ m_subsystemTime

SubsystemTime Game.ComponentSleep.m_subsystemTime

◆ m_subsystemTimeOfDay

SubsystemTimeOfDay Game.ComponentSleep.m_subsystemTimeOfDay

◆ m_subsystemUpdate

SubsystemUpdate Game.ComponentSleep.m_subsystemUpdate

◆ m_wakeUpWhenAttacked

bool Game.ComponentSleep.m_wakeUpWhenAttacked = true

◆ m_wakeUpWhenInjured

bool Game.ComponentSleep.m_wakeUpWhenInjured = true

◆ m_wakeUpWhenWet

bool Game.ComponentSleep.m_wakeUpWhenWet = true

◆ MaxSleepBlackoutFactor

float Game.ComponentSleep.MaxSleepBlackoutFactor = 1f

属性说明

◆ IsSleeping

bool Game.ComponentSleep.IsSleeping
get

◆ SleepFactor

float Game.ComponentSleep.SleepFactor
get

◆ UpdateOrder

UpdateOrder Game.ComponentSleep.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: