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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) |
| override void | Save (ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap) |
Public 成员函数 继承自 Game.IUpdateable | |
属性 | |
| 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] |
| override void Game.ComponentStubbornSteedBehavior.Load | ( | ValuesDictionary | valuesDictionary, |
| IdToEntityMap | idToEntityMap ) |

| override void Game.ComponentStubbornSteedBehavior.Save | ( | ValuesDictionary | valuesDictionary, |
| EntityToIdMap | entityToIdMap ) |
| void Game.ComponentStubbornSteedBehavior.Update | ( | float | dt | ) |
| ComponentCreature Game.ComponentStubbornSteedBehavior.m_componentCreature |
| ComponentEatPickableBehavior Game.ComponentStubbornSteedBehavior.m_componentEatPickableBehavior |
| ComponentMount Game.ComponentStubbornSteedBehavior.m_componentMount |
| ComponentSteedBehavior Game.ComponentStubbornSteedBehavior.m_componentSteedBehavior |
| float Game.ComponentStubbornSteedBehavior.m_importanceLevel |
| bool Game.ComponentStubbornSteedBehavior.m_isSaddled |
| float Game.ComponentStubbornSteedBehavior.m_periodicEventOffset |
| Random Game.ComponentStubbornSteedBehavior.m_random = new() |
| StateMachine Game.ComponentStubbornSteedBehavior.m_stateMachine = new() |
| double Game.ComponentStubbornSteedBehavior.m_stubbornEndTime |
| float Game.ComponentStubbornSteedBehavior.m_stubbornProbability |
| SubsystemGameInfo Game.ComponentStubbornSteedBehavior.m_subsystemGameInfo |
| SubsystemTime Game.ComponentStubbornSteedBehavior.m_subsystemTime |
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get |
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get |
实现了 Game.IUpdateable.