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My Project v1
Project
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Public 成员函数 | |
| virtual bool | Eat (int value) |
| virtual void | MakeSleepy (float sleepValue) |
| void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| override void | Save (ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap) |
| override void | OnEntityRemoved () |
| virtual void | UpdateFood () |
| virtual void | UpdateStamina () |
| virtual void | UpdateSleep () |
| virtual void | UpdateTemperature () |
| virtual void | UpdateWetness () |
| virtual void | ApplyDensityModifier (float modifier) |
Public 成员函数 继承自 Game.IUpdateable | |
Public 属性 | |
| SubsystemGameInfo | m_subsystemGameInfo |
| SubsystemTime | m_subsystemTime |
| SubsystemAudio | m_subsystemAudio |
| SubsystemMetersBlockBehavior | m_subsystemMetersBlockBehavior |
| SubsystemWeather | m_subsystemWeather |
| ComponentPlayer | m_componentPlayer |
| Random | m_random = new() |
| Sound | m_pantingSound |
| float | m_food |
| float | m_stamina |
| float | m_sleep |
| float | m_temperature |
| float | m_wetness |
| float | m_lastFood |
| float | m_lastStamina |
| float | m_lastSleep |
| float | m_lastTemperature |
| float | m_lastWetness |
| Dictionary< int, float > | m_satiation = [] |
| List< KeyValuePair< int, float > > | m_satiationList = [] |
| float | m_densityModifierApplied |
| double? | m_lastAttackedTime |
| float | m_sleepBlackoutFactor |
| float | m_sleepBlackoutDuration |
| float | m_environmentTemperature |
| float | m_targetTemperature |
| float | m_targetTemperatureFlux |
| float | m_temperatureBlackoutFactor |
| float | m_temperatureBlackoutDuration |
静态 Public 属性 | |
| static string | fName = "ComponentVitalStats" |
属性 | |
| float | EnvironmentTemperature [get] |
| float | Food [get, set] |
| float | Stamina [get, set] |
| float | Sleep [get, set] |
| float | Temperature [get, set] |
| float | Wetness [get, set] |
| UpdateOrder | UpdateOrder [get] |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
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virtual |

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virtual |


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

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virtual |
| override void Game.ComponentVitalStats.OnEntityRemoved | ( | ) |
| override void Game.ComponentVitalStats.Save | ( | ValuesDictionary | valuesDictionary, |
| EntityToIdMap | entityToIdMap ) |
| void Game.ComponentVitalStats.Update | ( | float | dt | ) |
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virtual |


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virtual |


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virtual |


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virtual |


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virtual |


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static |
| ComponentPlayer Game.ComponentVitalStats.m_componentPlayer |
| float Game.ComponentVitalStats.m_densityModifierApplied |
| float Game.ComponentVitalStats.m_environmentTemperature |
| float Game.ComponentVitalStats.m_food |
| double? Game.ComponentVitalStats.m_lastAttackedTime |
| float Game.ComponentVitalStats.m_lastFood |
| float Game.ComponentVitalStats.m_lastSleep |
| float Game.ComponentVitalStats.m_lastStamina |
| float Game.ComponentVitalStats.m_lastTemperature |
| float Game.ComponentVitalStats.m_lastWetness |
| Sound Game.ComponentVitalStats.m_pantingSound |
| Random Game.ComponentVitalStats.m_random = new() |
| Dictionary<int, float> Game.ComponentVitalStats.m_satiation = [] |
| List<KeyValuePair<int, float> > Game.ComponentVitalStats.m_satiationList = [] |
| float Game.ComponentVitalStats.m_sleep |
| float Game.ComponentVitalStats.m_sleepBlackoutDuration |
| float Game.ComponentVitalStats.m_sleepBlackoutFactor |
| float Game.ComponentVitalStats.m_stamina |
| SubsystemAudio Game.ComponentVitalStats.m_subsystemAudio |
| SubsystemGameInfo Game.ComponentVitalStats.m_subsystemGameInfo |
| SubsystemMetersBlockBehavior Game.ComponentVitalStats.m_subsystemMetersBlockBehavior |
| SubsystemTime Game.ComponentVitalStats.m_subsystemTime |
| SubsystemWeather Game.ComponentVitalStats.m_subsystemWeather |
| float Game.ComponentVitalStats.m_targetTemperature |
| float Game.ComponentVitalStats.m_targetTemperatureFlux |
| float Game.ComponentVitalStats.m_temperature |
| float Game.ComponentVitalStats.m_temperatureBlackoutDuration |
| float Game.ComponentVitalStats.m_temperatureBlackoutFactor |
| float Game.ComponentVitalStats.m_wetness |
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get |
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getset |
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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 |