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My Project v1
Project
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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] |
| 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
| reason |

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

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

| void Game.ComponentSleep.Update | ( | float | dt | ) |
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virtual |

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