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My Project v1
Project
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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 | |
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] |
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在进入加载存档时执行
重载 Game.WorldItem .
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| Vector3 Game.Projectile.AngularVelocity |
| List<ComponentBody> Game.Projectile.BodiesToIgnore = new List<ComponentBody>() |
弹射物飞行的时候会忽略List中的ComponentBody
| bool Game.Projectile.BodyCollidable = true |
| int Game.Projectile.DamageToPickable = 1 |
弹射物结算时掉的耐久
| float Game.Projectile.Damping = -1f |
| float Game.Projectile.DampingInFluid = 0.001f |
| float Game.Projectile.Gravity = 10f |
| bool Game.Projectile.IsIncendiary |
| bool Game.Projectile.IsInFluid |
| double Game.Projectile.LastNoiseTime |
| float? Game.Projectile.m_attackPower = null |
| bool Game.Projectile.NoChunk |
| Action Game.Projectile.OnRemove |
| Entity Game.Projectile.OwnerEntity |
| ProjectileStoppedAction Game.Projectile.ProjectileStoppedAction |
| Vector3 Game.Projectile.Rotation |
| bool Game.Projectile.StopTrailParticleInFluid = true |
| SubsystemProjectiles Game.Projectile.SubsystemProjectiles |
| SubsystemTerrain Game.Projectile.SubsystemTerrain |
| bool Game.Projectile.TerrainCollidable = true |
| float Game.Projectile.TerrainKnockBack = 0.3f |
| Vector3 Game.Projectile.TrailOffset |
| ITrailParticleSystem Game.Projectile.TrailParticleSystem |
| int? Game.Projectile.TurnIntoPickableBlockValue = null |
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