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

Public 成员函数

override void Load (ValuesDictionary valuesDictionary)
 在进入加载存档时执行
 
virtual void Save (SubsystemProjectiles subsystemProjectiles, ValuesDictionary valuesDictionary)
 
virtual void Initialize (int value, Vector3 position, Vector3 velocity, Vector3 angularVelocity, Entity owner)
 
virtual void Initialize (int value, Vector3 position, Vector3 velocity, Vector3 angularVelocity, ComponentCreature owner)
 
virtual void Raycast (float dt, out BodyRaycastResult? bodyRaycastResult, out TerrainRaycastResult? terrainRaycastResult)
 
virtual void Update (float dt)
 
virtual void OnProjectileFlyOutOfLoadedChunks ()
 
virtual bool ProcessOnHitAsProjectileBlockBehavior (CellFace? cellFace, ComponentBody componentBody, float dt)
 
virtual void HitBody (BodyRaycastResult bodyRaycastResult, ref Vector3 positionAtdt)
 
virtual void HitTerrain (TerrainRaycastResult terrainRaycastResult, CellFace cellFace, ref Vector3 positionAtdt, ref Vector3? pickableStuckMatrix)
 
virtual void TurnIntoPickable (Vector3? pickableStuckMatrix)
 
virtual void UpdateInChunk (float dt)
 
virtual void UpdateMovement (float dt, ref Vector3 positionAtdt)
 
virtual void UpdateTrailParticleSystem (float dt)
 
virtual void MakeNoise ()
 
override void UnderExplosion (Vector3 impulse, float damage)
 
virtual void Draw (Camera camera, int drawOrder)
 
- Public 成员函数 继承自 Game.WorldItem

Public 属性

Vector3 Rotation
 
Vector3 AngularVelocity
 
bool IsInFluid
 
double LastNoiseTime
 
Entity OwnerEntity
 
ProjectileStoppedAction ProjectileStoppedAction
 
ITrailParticleSystem TrailParticleSystem
 
Vector3 TrailOffset
 
bool NoChunk
 
bool IsIncendiary
 
Action OnRemove
 
SubsystemProjectiles SubsystemProjectiles
 
SubsystemTerrain SubsystemTerrain
 
float Damping = -1f
 
float DampingInFluid = 0.001f
 
float Gravity = 10f
 
float TerrainKnockBack = 0.3f
 
bool StopTrailParticleInFluid = true
 
int DamageToPickable = 1
 弹射物结算时掉的耐久
 
int? TurnIntoPickableBlockValue = null
 
bool TerrainCollidable = true
 
bool BodyCollidable = true
 
float? m_attackPower = null
 
List< ComponentBodyBodiesToIgnore = new List<ComponentBody>()
 弹射物飞行的时候会忽略List中的ComponentBody
 
- Public 属性 继承自 Game.WorldItem
int Value
 
Vector3 Position
 
Vector3 Velocity
 
double CreationTime
 
int Light
 
bool ToRemove
 
IInventory Creator
 
bool IsFireProof = false
 
float? MaxTimeExist
 
float ExplosionMass = 20f
 
bool LogDrawError = true
 
ValuesDictionary DictionaryForOtherMods = new ValuesDictionary()
 模组可以向Dictionary里面添加内容,另一个模组可以从Dictionary读取内容,以实现模组联动效果
 

属性

bool IsInWater [get, set]
 
ComponentCreature Owner [get, set]
 
float AttackPower [get, set]
 
SubsystemPickables m_subsystemPickables [get]
 
SubsystemParticles m_subsystemParticles [get]
 
SubsystemAudio m_subsystemAudio [get]
 
Random m_random [get]
 

成员函数说明

◆ Draw()

virtual void Game.Projectile.Draw ( Camera camera,
int drawOrder )
virtual
函数调用图:
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◆ HitBody()

virtual void Game.Projectile.HitBody ( BodyRaycastResult bodyRaycastResult,
ref Vector3 positionAtdt )
virtual
函数调用图:
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◆ HitTerrain()

virtual void Game.Projectile.HitTerrain ( TerrainRaycastResult terrainRaycastResult,
CellFace cellFace,
ref Vector3 positionAtdt,
ref Vector3? pickableStuckMatrix )
virtual
函数调用图:
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◆ Initialize() [1/2]

virtual void Game.Projectile.Initialize ( int value,
Vector3 position,
Vector3 velocity,
Vector3 angularVelocity,
ComponentCreature owner )
virtual
函数调用图:

◆ Initialize() [2/2]

virtual void Game.Projectile.Initialize ( int value,
Vector3 position,
Vector3 velocity,
Vector3 angularVelocity,
Entity owner )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Load()

override void Game.Projectile.Load ( ValuesDictionary valuesDictionary)
virtual

在进入加载存档时执行

重载 Game.WorldItem .

◆ MakeNoise()

virtual void Game.Projectile.MakeNoise ( )
virtual
函数调用图:
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◆ OnProjectileFlyOutOfLoadedChunks()

virtual void Game.Projectile.OnProjectileFlyOutOfLoadedChunks ( )
virtual
函数调用图:
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◆ ProcessOnHitAsProjectileBlockBehavior()

virtual bool Game.Projectile.ProcessOnHitAsProjectileBlockBehavior ( CellFace? cellFace,
ComponentBody componentBody,
float dt )
virtual
函数调用图:
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◆ Raycast()

virtual void Game.Projectile.Raycast ( float dt,
out BodyRaycastResult? bodyRaycastResult,
out TerrainRaycastResult? terrainRaycastResult )
virtual
函数调用图:
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◆ Save()

virtual void Game.Projectile.Save ( SubsystemProjectiles subsystemProjectiles,
ValuesDictionary valuesDictionary )
virtual
函数调用图:
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◆ TurnIntoPickable()

virtual void Game.Projectile.TurnIntoPickable ( Vector3? pickableStuckMatrix)
virtual
函数调用图:
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◆ UnderExplosion()

override void Game.Projectile.UnderExplosion ( Vector3 impulse,
float damage )
virtual

重载 Game.WorldItem .

函数调用图:
这是这个函数的调用关系图:

◆ Update()

virtual void Game.Projectile.Update ( float dt)
virtual
函数调用图:
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◆ UpdateInChunk()

virtual void Game.Projectile.UpdateInChunk ( float dt)
virtual
函数调用图:
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◆ UpdateMovement()

virtual void Game.Projectile.UpdateMovement ( float dt,
ref Vector3 positionAtdt )
virtual
函数调用图:
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◆ UpdateTrailParticleSystem()

virtual void Game.Projectile.UpdateTrailParticleSystem ( float dt)
virtual
函数调用图:
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类成员变量说明

◆ AngularVelocity

Vector3 Game.Projectile.AngularVelocity

◆ BodiesToIgnore

List<ComponentBody> Game.Projectile.BodiesToIgnore = new List<ComponentBody>()

弹射物飞行的时候会忽略List中的ComponentBody

◆ BodyCollidable

bool Game.Projectile.BodyCollidable = true

◆ DamageToPickable

int Game.Projectile.DamageToPickable = 1

弹射物结算时掉的耐久

◆ Damping

float Game.Projectile.Damping = -1f

◆ DampingInFluid

float Game.Projectile.DampingInFluid = 0.001f

◆ Gravity

float Game.Projectile.Gravity = 10f

◆ IsIncendiary

bool Game.Projectile.IsIncendiary

◆ IsInFluid

bool Game.Projectile.IsInFluid

◆ LastNoiseTime

double Game.Projectile.LastNoiseTime

◆ m_attackPower

float? Game.Projectile.m_attackPower = null

◆ NoChunk

bool Game.Projectile.NoChunk

◆ OnRemove

Action Game.Projectile.OnRemove

◆ OwnerEntity

Entity Game.Projectile.OwnerEntity

◆ ProjectileStoppedAction

ProjectileStoppedAction Game.Projectile.ProjectileStoppedAction

◆ Rotation

Vector3 Game.Projectile.Rotation

◆ StopTrailParticleInFluid

bool Game.Projectile.StopTrailParticleInFluid = true

◆ SubsystemProjectiles

SubsystemProjectiles Game.Projectile.SubsystemProjectiles

◆ SubsystemTerrain

SubsystemTerrain Game.Projectile.SubsystemTerrain

◆ TerrainCollidable

bool Game.Projectile.TerrainCollidable = true

◆ TerrainKnockBack

float Game.Projectile.TerrainKnockBack = 0.3f

◆ TrailOffset

Vector3 Game.Projectile.TrailOffset

◆ TrailParticleSystem

ITrailParticleSystem Game.Projectile.TrailParticleSystem

◆ TurnIntoPickableBlockValue

int? Game.Projectile.TurnIntoPickableBlockValue = null

属性说明

◆ AttackPower

float Game.Projectile.AttackPower
getset

◆ IsInWater

bool Game.Projectile.IsInWater
getset

◆ m_random

Random Game.Projectile.m_random
getprotected

◆ m_subsystemAudio

SubsystemAudio Game.Projectile.m_subsystemAudio
getprotected

◆ m_subsystemParticles

SubsystemParticles Game.Projectile.m_subsystemParticles
getprotected

◆ m_subsystemPickables

SubsystemPickables Game.Projectile.m_subsystemPickables
getprotected

◆ Owner

ComponentCreature Game.Projectile.Owner
getset

该类的文档由以下文件生成: