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Game.PrecipitationShaftParticleSystem
类 Game.PrecipitationShaftParticleSystem 继承关系图:
Game.PrecipitationShaftParticleSystem 的协作图:

class  Particle
 

Public 成员函数

 PrecipitationShaftParticleSystem (GameWidget gameWidget, SubsystemWeather subsystemWeather, Random random, Point2 point)
 
override bool Simulate (float dt)
 
override void Draw (Camera camera)
 
void RaycastParticle (Particle particle)
 
void Initialize ()
 
- Public 成员函数 继承自 Game.ParticleSystemBase
void Draw (Camera camera)
 
bool Simulate (float dt)
 
virtual void OnAdded ()
 
virtual void OnRemoved ()
 

Public 属性

SubsystemWeather m_subsystemWeather
 
GameWidget m_gameWidget
 
Random m_random
 
TexturedBatch3D m_batch
 
Particle[] m_particles = new Particle[4]
 
PrecipitationType m_precipitationType
 
bool m_isVisible
 
bool m_isEmpty
 
float? m_lastViewY
 
float m_toCreate
 
float m_averageSpeed
 
Texture2D m_texture
 
Vector2 m_size
 
float m_intensity
 
int m_yLimit
 
int m_topmostValue
 
int m_topmostBelowValue
 
double m_lastUpdateTime = -1.7976931348623157E+308
 
float m_lastSkylightIntensity = -3.40282347E+38f
 
bool m_needsInitialize
 
- Public 属性 继承自 Game.ParticleSystemBase
SubsystemParticles SubsystemParticles
 

静态 Public 属性

const float m_viewHeight = 10f
 
const int m_particlesCount = 4
 

属性

Point2 Point [get, set]
 

构造及析构函数说明

◆ PrecipitationShaftParticleSystem()

Game.PrecipitationShaftParticleSystem.PrecipitationShaftParticleSystem ( GameWidget gameWidget,
SubsystemWeather subsystemWeather,
Random random,
Point2 point )
函数调用图:

成员函数说明

◆ Draw()

override void Game.PrecipitationShaftParticleSystem.Draw ( Camera camera)

◆ Initialize()

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

◆ RaycastParticle()

void Game.PrecipitationShaftParticleSystem.RaycastParticle ( Particle particle)
函数调用图:
这是这个函数的调用关系图:

◆ Simulate()

override bool Game.PrecipitationShaftParticleSystem.Simulate ( float dt)
函数调用图:

类成员变量说明

◆ m_averageSpeed

float Game.PrecipitationShaftParticleSystem.m_averageSpeed

◆ m_batch

TexturedBatch3D Game.PrecipitationShaftParticleSystem.m_batch

◆ m_gameWidget

GameWidget Game.PrecipitationShaftParticleSystem.m_gameWidget

◆ m_intensity

float Game.PrecipitationShaftParticleSystem.m_intensity

◆ m_isEmpty

bool Game.PrecipitationShaftParticleSystem.m_isEmpty

◆ m_isVisible

bool Game.PrecipitationShaftParticleSystem.m_isVisible

◆ m_lastSkylightIntensity

float Game.PrecipitationShaftParticleSystem.m_lastSkylightIntensity = -3.40282347E+38f

◆ m_lastUpdateTime

double Game.PrecipitationShaftParticleSystem.m_lastUpdateTime = -1.7976931348623157E+308

◆ m_lastViewY

float? Game.PrecipitationShaftParticleSystem.m_lastViewY

◆ m_needsInitialize

bool Game.PrecipitationShaftParticleSystem.m_needsInitialize

◆ m_particles

Particle [] Game.PrecipitationShaftParticleSystem.m_particles = new Particle[4]

◆ m_particlesCount

const int Game.PrecipitationShaftParticleSystem.m_particlesCount = 4
static

◆ m_precipitationType

PrecipitationType Game.PrecipitationShaftParticleSystem.m_precipitationType

◆ m_random

Random Game.PrecipitationShaftParticleSystem.m_random

◆ m_size

Vector2 Game.PrecipitationShaftParticleSystem.m_size

◆ m_subsystemWeather

SubsystemWeather Game.PrecipitationShaftParticleSystem.m_subsystemWeather

◆ m_texture

Texture2D Game.PrecipitationShaftParticleSystem.m_texture

◆ m_toCreate

float Game.PrecipitationShaftParticleSystem.m_toCreate

◆ m_topmostBelowValue

int Game.PrecipitationShaftParticleSystem.m_topmostBelowValue

◆ m_topmostValue

int Game.PrecipitationShaftParticleSystem.m_topmostValue

◆ m_viewHeight

const float Game.PrecipitationShaftParticleSystem.m_viewHeight = 10f
static

◆ m_yLimit

int Game.PrecipitationShaftParticleSystem.m_yLimit

属性说明

◆ Point

Point2 Game.PrecipitationShaftParticleSystem.Point
getset

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