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My Project v1
Project
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Public 成员函数 | |
| void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| virtual ComponentRider | FindNearbyRider (float range) |
| virtual void | ProcessRidingOrders () |
Public 成员函数 继承自 Game.IUpdateable | |
Public 属性 | |
| SubsystemTime | m_subsystemTime |
| SubsystemBodies | m_subsystemBodies |
| ComponentCreature | m_componentCreature |
| ComponentPathfinding | m_componentPathfinding |
| ComponentMount | m_componentMount |
| StateMachine | m_stateMachine = new() |
| float | m_importanceLevel |
| bool | m_isEnabled |
| Random | m_random = new() |
| DynamicArray< ComponentBody > | m_bodies = [] |
| float[] | m_speedLevels |
| int | m_speedLevel |
| float | m_speed |
| float | m_turnSpeed |
| float | m_speedChangeFactor |
| float | m_timeToSpeedReduction |
| double | m_lastNotBlockedTime |
属性 | |
| int | SpeedOrder [get, set] |
| float | TurnOrder [get, set] |
| float | JumpOrder [get, set] |
| bool | WasOrderIssued [get, set] |
| UpdateOrder | UpdateOrder [get] |
| override float | ImportanceLevel [get] |
属性 继承自 Game.ComponentBehavior | |
| float | ImportanceLevel [get] |
| virtual bool | IsActive [get, set] |
| virtual string | DebugInfo [get] |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
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virtual |


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

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virtual |


| void Game.ComponentSteedBehavior.Update | ( | float | dt | ) |
| DynamicArray<ComponentBody> Game.ComponentSteedBehavior.m_bodies = [] |
| ComponentCreature Game.ComponentSteedBehavior.m_componentCreature |
| ComponentMount Game.ComponentSteedBehavior.m_componentMount |
| ComponentPathfinding Game.ComponentSteedBehavior.m_componentPathfinding |
| float Game.ComponentSteedBehavior.m_importanceLevel |
| bool Game.ComponentSteedBehavior.m_isEnabled |
| double Game.ComponentSteedBehavior.m_lastNotBlockedTime |
| Random Game.ComponentSteedBehavior.m_random = new() |
| float Game.ComponentSteedBehavior.m_speed |
| float Game.ComponentSteedBehavior.m_speedChangeFactor |
| int Game.ComponentSteedBehavior.m_speedLevel |
| float [] Game.ComponentSteedBehavior.m_speedLevels |
| StateMachine Game.ComponentSteedBehavior.m_stateMachine = new() |
| SubsystemBodies Game.ComponentSteedBehavior.m_subsystemBodies |
| SubsystemTime Game.ComponentSteedBehavior.m_subsystemTime |
| float Game.ComponentSteedBehavior.m_timeToSpeedReduction |
| float Game.ComponentSteedBehavior.m_turnSpeed |
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get |
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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.
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getset |