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Game.SubsystemBlockBehaviorabstract

继承自 Subsystem .

Game.SubsystemAdjustableDelayGateBlockBehavior, Game.SubsystemArrowBlockBehavior, Game.SubsystemBatteryBlockBehavior, Game.SubsystemBoatBlockBehavior, Game.SubsystemBombBlockBehavior, Game.SubsystemBowBlockBehavior, Game.SubsystemBucketBlockBehavior, Game.SubsystemBulletBlockBehavior, Game.SubsystemButtonBlockBehavior, Game.SubsystemCampfireBlockBehavior, Game.SubsystemCollapsingBlockBehavior, Game.SubsystemCrossbowBlockBehavior, Game.SubsystemDoorBlockBehavior, Game.SubsystemEditableItemBehavior< T >, Game.SubsystemEggBlockBehavior, Game.SubsystemElectricBlockBehavior, Game.SubsystemEntityBlockBehavior, Game.SubsystemExperienceBlockBehavior, Game.SubsystemExplosivesBlockBehavior, Game.SubsystemFenceBlockBehavior, Game.SubsystemFenceGateBlockBehavior, Game.SubsystemFertilizerBlockBehavior, Game.SubsystemFireBlockBehavior, Game.SubsystemFireworksBlockBehavior, Game.SubsystemFluidBlockBehavior, Game.SubsystemFurnitureBlockBehavior, Game.SubsystemGrassTrapBlockBehavior, Game.SubsystemGravestoneBlockBehavior, Game.SubsystemHammerBlockBehavior, Game.SubsystemImpactExplosivesBlockBehavior, Game.SubsystemLadderBlockBehavior, Game.SubsystemMagnetBlockBehavior, Game.SubsystemMatchBlockBehavior, Game.SubsystemMetersBlockBehavior, Game.SubsystemMusketBlockBehavior, Game.SubsystemPistonBlockBehavior, Game.SubsystemPollableBlockBehavior, Game.SubsystemRakeBlockBehavior, Game.SubsystemSaddleBlockBehavior, Game.SubsystemSaplingBlockBehavior, Game.SubsystemSignBlockBehavior, Game.SubsystemSnowBlockBehavior, Game.SubsystemSpikesBlockBehavior, Game.SubsystemStairsBlockBehavior, Game.SubsystemSwitchBlockBehavior, Game.SubsystemThrowableBlockBehavior, Game.SubsystemTorchBlockBehavior, Game.SubsystemTrapdoorBlockBehavior, Game.SubsystemTreasureGeneratorBlockBehavior, Game.SubsystemWhistleBlockBehavior , 以及 Game.SubsystemWoodBlockBehavior 继承.

Game.SubsystemBlockBehavior 的协作图:

Public 成员函数

virtual void OnChunkInitialized (TerrainChunk chunk)
 
virtual void OnChunkDiscarding (TerrainChunk chunk)
 
virtual void OnBlockGenerated (int value, int x, int y, int z, bool isLoaded)
 
virtual void OnBlockAdded (int value, int oldValue, int x, int y, int z)
 
virtual void OnBlockRemoved (int value, int newValue, int x, int y, int z)
 
virtual void OnBlockModified (int value, int oldValue, int x, int y, int z)
 
virtual void OnBlockStartMoving (int value, int newValue, int x, int y, int z, MovingBlock movingBlock)
 
virtual void OnBlockStopMoving (int value, int oldValue, int x, int y, int z, MovingBlock movingBlock)
 
virtual void OnNeighborBlockChanged (int x, int y, int z, int neighborX, int neighborY, int neighborZ)
 
virtual bool OnUse (Ray3 ray, ComponentMiner componentMiner)
 
virtual bool OnInteract (TerrainRaycastResult raycastResult, ComponentMiner componentMiner)
 
virtual bool OnInteract (MovingBlocksRaycastResult movingBlocksRaycastResult, ComponentMiner componentMiner)
 
virtual bool OnAim (Ray3 aim, ComponentMiner componentMiner, AimState state)
 
virtual bool OnEditBlock (int x, int y, int z, int value, ComponentPlayer componentPlayer)
 
virtual bool OnEditInventoryItem (IInventory inventory, int slotIndex, ComponentPlayer componentPlayer)
 
virtual void OnItemPlaced (int x, int y, int z, ref BlockPlacementData placementData, int itemValue)
 
virtual void OnItemHarvested (int x, int y, int z, int blockValue, ref BlockDropValue dropValue, ref int newBlockValue)
 
virtual void OnCollide (CellFace cellFace, float velocity, ComponentBody componentBody)
 
virtual void OnExplosion (int value, int x, int y, int z, float damage)
 
virtual void OnFiredAsProjectile (Projectile projectile)
 
virtual bool OnHitAsProjectile (CellFace? cellFace, ComponentBody componentBody, WorldItem worldItem)
 
virtual void OnHitByProjectile (CellFace cellFace, WorldItem worldItem)
 
virtual void OnHitByProjectile (MovingBlock movingBlock, WorldItem worldItem)
 
virtual int GetProcessInventoryItemCapacity (IInventory inventory, int slotIndex, int value)
 
virtual void ProcessInventoryItem (IInventory inventory, int slotIndex, int value, int count, int processCount, out int processedValue, out int processedCount)
 
override void Load (ValuesDictionary valuesDictionary)
 
virtual void OnPickableGathered (Pickable pickable, ComponentPickableGatherer target, Vector3 distanceToTarget)
 

属性

virtual int[] HandledBlocks [get]
 
SubsystemTerrain SubsystemTerrain [get, set]
 

成员函数说明

◆ GetProcessInventoryItemCapacity()

virtual int Game.SubsystemBlockBehavior.GetProcessInventoryItemCapacity ( IInventory inventory,
int slotIndex,
int value )
virtual

◆ Load()

override void Game.SubsystemBlockBehavior.Load ( ValuesDictionary valuesDictionary)

◆ OnAim()

virtual bool Game.SubsystemBlockBehavior.OnAim ( Ray3 aim,
ComponentMiner componentMiner,
AimState state )
virtual

◆ OnBlockAdded()

◆ OnBlockGenerated()

◆ OnBlockModified()

virtual void Game.SubsystemBlockBehavior.OnBlockModified ( int value,
int oldValue,
int x,
int y,
int z )
virtual

◆ OnBlockRemoved()

◆ OnBlockStartMoving()

virtual void Game.SubsystemBlockBehavior.OnBlockStartMoving ( int value,
int newValue,
int x,
int y,
int z,
MovingBlock movingBlock )
virtual

◆ OnBlockStopMoving()

virtual void Game.SubsystemBlockBehavior.OnBlockStopMoving ( int value,
int oldValue,
int x,
int y,
int z,
MovingBlock movingBlock )
virtual

◆ OnChunkDiscarding()

◆ OnChunkInitialized()

virtual void Game.SubsystemBlockBehavior.OnChunkInitialized ( TerrainChunk chunk)
virtual
这是这个函数的调用关系图:

◆ OnCollide()

virtual void Game.SubsystemBlockBehavior.OnCollide ( CellFace cellFace,
float velocity,
ComponentBody componentBody )
virtual

◆ OnEditBlock()

virtual bool Game.SubsystemBlockBehavior.OnEditBlock ( int x,
int y,
int z,
int value,
ComponentPlayer componentPlayer )
virtual

◆ OnEditInventoryItem()

◆ OnExplosion()

virtual void Game.SubsystemBlockBehavior.OnExplosion ( int value,
int x,
int y,
int z,
float damage )
virtual

Game.SubsystemExplosivesBlockBehavior , 以及 Game.SubsystemGrassBlockBehavior 重载.

这是这个函数的调用关系图:

◆ OnFiredAsProjectile()

virtual void Game.SubsystemBlockBehavior.OnFiredAsProjectile ( Projectile projectile)
virtual

Game.SubsystemArrowBlockBehavior , 以及 Game.SubsystemFireworksBlockBehavior 重载.

这是这个函数的调用关系图:

◆ OnHitAsProjectile()

virtual bool Game.SubsystemBlockBehavior.OnHitAsProjectile ( CellFace? cellFace,
ComponentBody componentBody,
WorldItem worldItem )
virtual

◆ OnHitByProjectile() [1/2]

virtual void Game.SubsystemBlockBehavior.OnHitByProjectile ( CellFace cellFace,
WorldItem worldItem )
virtual

◆ OnHitByProjectile() [2/2]

virtual void Game.SubsystemBlockBehavior.OnHitByProjectile ( MovingBlock movingBlock,
WorldItem worldItem )
virtual

◆ OnInteract() [1/2]

virtual bool Game.SubsystemBlockBehavior.OnInteract ( MovingBlocksRaycastResult movingBlocksRaycastResult,
ComponentMiner componentMiner )
virtual

◆ OnInteract() [2/2]

◆ OnItemHarvested()

virtual void Game.SubsystemBlockBehavior.OnItemHarvested ( int x,
int y,
int z,
int blockValue,
ref BlockDropValue dropValue,
ref int newBlockValue )
virtual

◆ OnItemPlaced()

virtual void Game.SubsystemBlockBehavior.OnItemPlaced ( int x,
int y,
int z,
ref BlockPlacementData placementData,
int itemValue )
virtual

Game.SubsystemEditableItemBehavior< T > 重载.

这是这个函数的调用关系图:

◆ OnNeighborBlockChanged()

◆ OnPickableGathered()

virtual void Game.SubsystemBlockBehavior.OnPickableGathered ( Pickable pickable,
ComponentPickableGatherer target,
Vector3 distanceToTarget )
virtual

Game.SubsystemExperienceBlockBehavior 重载.

这是这个函数的调用关系图:

◆ OnUse()

◆ ProcessInventoryItem()

virtual void Game.SubsystemBlockBehavior.ProcessInventoryItem ( IInventory inventory,
int slotIndex,
int value,
int count,
int processCount,
out int processedValue,
out int processedCount )
virtual

属性说明

◆ HandledBlocks

virtual int [] Game.SubsystemBlockBehavior.HandledBlocks
get

◆ SubsystemTerrain

SubsystemTerrain Game.SubsystemBlockBehavior.SubsystemTerrain
getset

该类的文档由以下文件生成: