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Game.FurnitureDesign
Game.FurnitureDesign 的协作图:

struct  Cell
 
struct  Subdivision
 

Public 成员函数

 FurnitureDesign (SubsystemTerrain subsystemTerrain)
 
 FurnitureDesign (int index, SubsystemTerrain subsystemTerrain, ValuesDictionary valuesDictionary)
 
int GetValue (int index)
 
void SetValues (int resolution, int[] values)
 
string GetDefaultName ()
 
BoundingBox[] GetCollisionBoxes (int rotation)
 
BoundingBox[] GetInteractionBoxes (int rotation)
 
BoundingBox[] GetTorchPoints (int rotation)
 
void Paint (int? color)
 
void Resize (int resolution)
 
void Shift (Point3 delta)
 
void Rotate (int axis, int steps)
 
void Mirror (int axis)
 
ValuesDictionary Save ()
 
bool Compare (FurnitureDesign other)
 
bool CompareChain (FurnitureDesign other)
 
FurnitureDesign Clone ()
 
List< FurnitureDesignCloneChain ()
 
List< FurnitureDesignListChain ()
 
byte[] CreatePrecedingEmptySpacesArray ()
 
Box CalculateBox (Box box, byte[] precedingEmptySpaces)
 
void CalculateShadowStrengthFactor ()
 
void CreateGeometry ()
 
void CreateCollisionAndInteractionBoxes ()
 
void CreateTorchPoints ()
 
void CalculateMainValue ()
 
void CalculateFacesMasks ()
 
Subdivision CreateBoundingBoxesHelper (Box box, int depth, byte[] precedingEmptySpaces)
 
Point2 FindLargestSize (Cell[] surface, Point2 start, int value)
 
void MarkUsed (Cell[] surface, Point2 start, Point2 size)
 

静态 Public 成员函数

static List< List< FurnitureDesign > > ListChains (IEnumerable< FurnitureDesign > designs)
 
static Vector3 RotatePoint (Vector3 p, int axis, int steps)
 
static Vector3 MirrorPoint (Vector3 p, int axis)
 
static void EnsureMinSize (ref float min, ref float max, float minSize)
 
static bool IsValueTransparent (int value)
 

Public 属性

int m_index = -1
 
string m_name = string.Empty
 
FurnitureSet m_furnitureSet
 
SubsystemTerrain m_subsystemTerrain
 
bool m_gcUsed
 
int m_terrainUseCount
 
int m_loadTimeLinkedDesignIndex = -1
 
int m_resolution
 
int[] m_values
 
int? m_hash
 
FurnitureGeometry m_geometry
 
Boxm_box
 
int? m_shadowStrengthFactor
 
BoundingBox[][] m_collisionBoxesByRotation
 
BoundingBox[][] m_interactionBoxesByRotation
 
BoundingBox[][] m_torchPointsByRotation
 
int m_mainValue
 
int m_mountingFacesMask = -1
 
int m_transparentFacesMask = -1
 
FurnitureDesign m_linkedDesign
 
FurnitureInteractionMode m_interactionMode
 

静态 Public 属性

static string fName = "FurnitureDesign"
 
const int MinResolution = 2
 
const int maxDesign = 4096
 
const int MaxResolution = 256
 
const int MaxTriangles = 65536
 
const int MaxNameLength = 100
 

属性

int Resolution [get]
 
int Hash [get]
 
Box Box [get]
 
int ShadowStrengthFactor [get]
 
bool IsLightEmitter [get]
 
int MainValue [get]
 
int MountingFacesMask [get]
 
int TransparentFacesMask [get]
 
int Index [get, set]
 
string Name [get, set]
 
FurnitureSet FurnitureSet [get, set]
 
FurnitureDesign LinkedDesign [get, set]
 
FurnitureInteractionMode InteractionMode [get, set]
 
FurnitureGeometry Geometry [get]
 

构造及析构函数说明

◆ FurnitureDesign() [1/2]

Game.FurnitureDesign.FurnitureDesign ( SubsystemTerrain subsystemTerrain)
这是这个函数的调用关系图:

◆ FurnitureDesign() [2/2]

Game.FurnitureDesign.FurnitureDesign ( int index,
SubsystemTerrain subsystemTerrain,
ValuesDictionary valuesDictionary )
函数调用图:

成员函数说明

◆ CalculateBox()

Box Game.FurnitureDesign.CalculateBox ( Box box,
byte[] precedingEmptySpaces )
这是这个函数的调用关系图:

◆ CalculateFacesMasks()

void Game.FurnitureDesign.CalculateFacesMasks ( )
函数调用图:

◆ CalculateMainValue()

void Game.FurnitureDesign.CalculateMainValue ( )

◆ CalculateShadowStrengthFactor()

void Game.FurnitureDesign.CalculateShadowStrengthFactor ( )
函数调用图:

◆ Clone()

FurnitureDesign Game.FurnitureDesign.Clone ( )
函数调用图:
这是这个函数的调用关系图:

◆ CloneChain()

List< FurnitureDesign > Game.FurnitureDesign.CloneChain ( )
函数调用图:
这是这个函数的调用关系图:

◆ Compare()

bool Game.FurnitureDesign.Compare ( FurnitureDesign other)
这是这个函数的调用关系图:

◆ CompareChain()

bool Game.FurnitureDesign.CompareChain ( FurnitureDesign other)
函数调用图:
这是这个函数的调用关系图:

◆ CreateBoundingBoxesHelper()

Subdivision Game.FurnitureDesign.CreateBoundingBoxesHelper ( Box box,
int depth,
byte[] precedingEmptySpaces )
函数调用图:
这是这个函数的调用关系图:

◆ CreateCollisionAndInteractionBoxes()

void Game.FurnitureDesign.CreateCollisionAndInteractionBoxes ( )
函数调用图:
这是这个函数的调用关系图:

◆ CreateGeometry()

void Game.FurnitureDesign.CreateGeometry ( )
函数调用图:

◆ CreatePrecedingEmptySpacesArray()

byte[] Game.FurnitureDesign.CreatePrecedingEmptySpacesArray ( )
这是这个函数的调用关系图:

◆ CreateTorchPoints()

void Game.FurnitureDesign.CreateTorchPoints ( )
函数调用图:
这是这个函数的调用关系图:

◆ EnsureMinSize()

static void Game.FurnitureDesign.EnsureMinSize ( ref float min,
ref float max,
float minSize )
static
这是这个函数的调用关系图:

◆ FindLargestSize()

Point2 Game.FurnitureDesign.FindLargestSize ( Cell[] surface,
Point2 start,
int value )
这是这个函数的调用关系图:

◆ GetCollisionBoxes()

BoundingBox[] Game.FurnitureDesign.GetCollisionBoxes ( int rotation)
函数调用图:
这是这个函数的调用关系图:

◆ GetDefaultName()

string Game.FurnitureDesign.GetDefaultName ( )
函数调用图:
这是这个函数的调用关系图:

◆ GetInteractionBoxes()

BoundingBox[] Game.FurnitureDesign.GetInteractionBoxes ( int rotation)
函数调用图:
这是这个函数的调用关系图:

◆ GetTorchPoints()

BoundingBox[] Game.FurnitureDesign.GetTorchPoints ( int rotation)
函数调用图:
这是这个函数的调用关系图:

◆ GetValue()

int Game.FurnitureDesign.GetValue ( int index)

◆ IsValueTransparent()

static bool Game.FurnitureDesign.IsValueTransparent ( int value)
static
函数调用图:
这是这个函数的调用关系图:

◆ ListChain()

List< FurnitureDesign > Game.FurnitureDesign.ListChain ( )
这是这个函数的调用关系图:

◆ ListChains()

static List< List< FurnitureDesign > > Game.FurnitureDesign.ListChains ( IEnumerable< FurnitureDesign > designs)
static
这是这个函数的调用关系图:

◆ MarkUsed()

void Game.FurnitureDesign.MarkUsed ( Cell[] surface,
Point2 start,
Point2 size )
这是这个函数的调用关系图:

◆ Mirror()

void Game.FurnitureDesign.Mirror ( int axis)
函数调用图:

◆ MirrorPoint()

static Vector3 Game.FurnitureDesign.MirrorPoint ( Vector3 p,
int axis )
static
这是这个函数的调用关系图:

◆ Paint()

void Game.FurnitureDesign.Paint ( int? color)
函数调用图:
这是这个函数的调用关系图:

◆ Resize()

void Game.FurnitureDesign.Resize ( int resolution)
函数调用图:
这是这个函数的调用关系图:

◆ Rotate()

void Game.FurnitureDesign.Rotate ( int axis,
int steps )
函数调用图:
这是这个函数的调用关系图:

◆ RotatePoint()

static Vector3 Game.FurnitureDesign.RotatePoint ( Vector3 p,
int axis,
int steps )
static
这是这个函数的调用关系图:

◆ Save()

ValuesDictionary Game.FurnitureDesign.Save ( )
这是这个函数的调用关系图:

◆ SetValues()

void Game.FurnitureDesign.SetValues ( int resolution,
int[] values )
函数调用图:
这是这个函数的调用关系图:

◆ Shift()

void Game.FurnitureDesign.Shift ( Point3 delta)
函数调用图:
这是这个函数的调用关系图:

类成员变量说明

◆ fName

string Game.FurnitureDesign.fName = "FurnitureDesign"
static

◆ m_box

Box? Game.FurnitureDesign.m_box

◆ m_collisionBoxesByRotation

BoundingBox [][] Game.FurnitureDesign.m_collisionBoxesByRotation

◆ m_furnitureSet

FurnitureSet Game.FurnitureDesign.m_furnitureSet

◆ m_gcUsed

bool Game.FurnitureDesign.m_gcUsed

◆ m_geometry

FurnitureGeometry Game.FurnitureDesign.m_geometry

◆ m_hash

int? Game.FurnitureDesign.m_hash

◆ m_index

int Game.FurnitureDesign.m_index = -1

◆ m_interactionBoxesByRotation

BoundingBox [][] Game.FurnitureDesign.m_interactionBoxesByRotation

◆ m_interactionMode

FurnitureInteractionMode Game.FurnitureDesign.m_interactionMode

◆ m_linkedDesign

FurnitureDesign Game.FurnitureDesign.m_linkedDesign

◆ m_loadTimeLinkedDesignIndex

int Game.FurnitureDesign.m_loadTimeLinkedDesignIndex = -1

◆ m_mainValue

int Game.FurnitureDesign.m_mainValue

◆ m_mountingFacesMask

int Game.FurnitureDesign.m_mountingFacesMask = -1

◆ m_name

string Game.FurnitureDesign.m_name = string.Empty

◆ m_resolution

int Game.FurnitureDesign.m_resolution

◆ m_shadowStrengthFactor

int? Game.FurnitureDesign.m_shadowStrengthFactor

◆ m_subsystemTerrain

SubsystemTerrain Game.FurnitureDesign.m_subsystemTerrain

◆ m_terrainUseCount

int Game.FurnitureDesign.m_terrainUseCount

◆ m_torchPointsByRotation

BoundingBox [][] Game.FurnitureDesign.m_torchPointsByRotation

◆ m_transparentFacesMask

int Game.FurnitureDesign.m_transparentFacesMask = -1

◆ m_values

int [] Game.FurnitureDesign.m_values

◆ maxDesign

const int Game.FurnitureDesign.maxDesign = 4096
static

◆ MaxNameLength

const int Game.FurnitureDesign.MaxNameLength = 100
static

◆ MaxResolution

const int Game.FurnitureDesign.MaxResolution = 256
static

◆ MaxTriangles

const int Game.FurnitureDesign.MaxTriangles = 65536
static

◆ MinResolution

const int Game.FurnitureDesign.MinResolution = 2
static

属性说明

◆ Box

Box Game.FurnitureDesign.Box
get

◆ FurnitureSet

FurnitureSet Game.FurnitureDesign.FurnitureSet
getset

◆ Geometry

FurnitureGeometry Game.FurnitureDesign.Geometry
get

◆ Hash

int Game.FurnitureDesign.Hash
get

◆ Index

int Game.FurnitureDesign.Index
getset

◆ InteractionMode

FurnitureInteractionMode Game.FurnitureDesign.InteractionMode
getset

◆ IsLightEmitter

bool Game.FurnitureDesign.IsLightEmitter
get

◆ LinkedDesign

FurnitureDesign Game.FurnitureDesign.LinkedDesign
getset

◆ MainValue

int Game.FurnitureDesign.MainValue
get

◆ MountingFacesMask

int Game.FurnitureDesign.MountingFacesMask
get

◆ Name

string Game.FurnitureDesign.Name
getset

◆ Resolution

int Game.FurnitureDesign.Resolution
get

◆ ShadowStrengthFactor

int Game.FurnitureDesign.ShadowStrengthFactor
get

◆ TransparentFacesMask

int Game.FurnitureDesign.TransparentFacesMask
get

该类的文档由以下文件生成: