My Project v1
Project
载入中...
搜索中...
未找到
Game.ComponentSteedBehavior
类 Game.ComponentSteedBehavior 继承关系图:
Game.ComponentSteedBehavior 的协作图:

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< ComponentBodym_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]
 

成员函数说明

◆ FindNearbyRider()

virtual ComponentRider Game.ComponentSteedBehavior.FindNearbyRider ( float range)
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Load()

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

◆ ProcessRidingOrders()

virtual void Game.ComponentSteedBehavior.ProcessRidingOrders ( )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Update()

void Game.ComponentSteedBehavior.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ m_bodies

DynamicArray<ComponentBody> Game.ComponentSteedBehavior.m_bodies = []

◆ m_componentCreature

ComponentCreature Game.ComponentSteedBehavior.m_componentCreature

◆ m_componentMount

ComponentMount Game.ComponentSteedBehavior.m_componentMount

◆ m_componentPathfinding

ComponentPathfinding Game.ComponentSteedBehavior.m_componentPathfinding

◆ m_importanceLevel

float Game.ComponentSteedBehavior.m_importanceLevel

◆ m_isEnabled

bool Game.ComponentSteedBehavior.m_isEnabled

◆ m_lastNotBlockedTime

double Game.ComponentSteedBehavior.m_lastNotBlockedTime

◆ m_random

Random Game.ComponentSteedBehavior.m_random = new()

◆ m_speed

float Game.ComponentSteedBehavior.m_speed

◆ m_speedChangeFactor

float Game.ComponentSteedBehavior.m_speedChangeFactor

◆ m_speedLevel

int Game.ComponentSteedBehavior.m_speedLevel

◆ m_speedLevels

float [] Game.ComponentSteedBehavior.m_speedLevels
初始值:
= new float[5]
{
-0.33f,
0f,
0.33f,
0.66f,
1f
}

◆ m_stateMachine

StateMachine Game.ComponentSteedBehavior.m_stateMachine = new()

◆ m_subsystemBodies

SubsystemBodies Game.ComponentSteedBehavior.m_subsystemBodies

◆ m_subsystemTime

SubsystemTime Game.ComponentSteedBehavior.m_subsystemTime

◆ m_timeToSpeedReduction

float Game.ComponentSteedBehavior.m_timeToSpeedReduction

◆ m_turnSpeed

float Game.ComponentSteedBehavior.m_turnSpeed

属性说明

◆ ImportanceLevel

override float Game.ComponentSteedBehavior.ImportanceLevel
get

◆ JumpOrder

float Game.ComponentSteedBehavior.JumpOrder
getset

◆ SpeedOrder

int Game.ComponentSteedBehavior.SpeedOrder
getset

◆ TurnOrder

float Game.ComponentSteedBehavior.TurnOrder
getset

◆ UpdateOrder

UpdateOrder Game.ComponentSteedBehavior.UpdateOrder
get

实现了 Game.IUpdateable.

◆ WasOrderIssued

bool Game.ComponentSteedBehavior.WasOrderIssued
getset

该类的文档由以下文件生成: