My Project v1
Project
载入中...
搜索中...
未找到
Game.SubsystemBodies
类 Game.SubsystemBodies 继承关系图:
Game.SubsystemBodies 的协作图:

Public 成员函数

void FindBodiesAroundPoint (Vector2 point, float radius, DynamicArray< ComponentBody > result)
 
void FindBodiesInArea (Vector2 corner1, Vector2 corner2, DynamicArray< ComponentBody > result)
 
BodyRaycastResultRaycast (Vector3 start, Vector3 end, float inflateAmount, Func< ComponentBody, float, bool > action)
 
override void OnEntityAdded (Entity entity)
 
override void OnEntityRemoved (Entity entity)
 
void Update (float dt)
 
void AddBody (ComponentBody componentBody)
 
void RemoveBody (ComponentBody componentBody)
 
void UpdateBody (ComponentBody componentBody)
 
void ComponentBody_PositionChanged (ComponentFrame componentFrame)
 
- Public 成员函数 继承自 Game.IUpdateable

Public 属性

DynamicArray< ComponentBodym_componentBodies = []
 
Dictionary< ComponentBody, Point2 > m_areaByComponentBody = []
 
Dictionary< Point2, DynamicArray< ComponentBody > > m_componentBodiesByArea = []
 

静态 Public 属性

const float m_areaSize = 8f
 

属性

Dictionary< ComponentBody, Point2 >.KeyCollection Bodies [get]
 
UpdateOrder UpdateOrder [get]
 
- 属性 继承自 Game.IUpdateable
float FloatUpdateOrder [get]
 

成员函数说明

◆ AddBody()

void Game.SubsystemBodies.AddBody ( ComponentBody componentBody)
函数调用图:
这是这个函数的调用关系图:

◆ ComponentBody_PositionChanged()

void Game.SubsystemBodies.ComponentBody_PositionChanged ( ComponentFrame componentFrame)
函数调用图:
这是这个函数的调用关系图:

◆ FindBodiesAroundPoint()

void Game.SubsystemBodies.FindBodiesAroundPoint ( Vector2 point,
float radius,
DynamicArray< ComponentBody > result )
这是这个函数的调用关系图:

◆ FindBodiesInArea()

void Game.SubsystemBodies.FindBodiesInArea ( Vector2 corner1,
Vector2 corner2,
DynamicArray< ComponentBody > result )
这是这个函数的调用关系图:

◆ OnEntityAdded()

override void Game.SubsystemBodies.OnEntityAdded ( Entity entity)
函数调用图:

◆ OnEntityRemoved()

override void Game.SubsystemBodies.OnEntityRemoved ( Entity entity)
函数调用图:

◆ Raycast()

BodyRaycastResult? Game.SubsystemBodies.Raycast ( Vector3 start,
Vector3 end,
float inflateAmount,
Func< ComponentBody, float, bool > action )
函数调用图:
这是这个函数的调用关系图:

◆ RemoveBody()

void Game.SubsystemBodies.RemoveBody ( ComponentBody componentBody)
函数调用图:
这是这个函数的调用关系图:

◆ Update()

void Game.SubsystemBodies.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

◆ UpdateBody()

void Game.SubsystemBodies.UpdateBody ( ComponentBody componentBody)
这是这个函数的调用关系图:

类成员变量说明

◆ m_areaByComponentBody

Dictionary<ComponentBody, Point2> Game.SubsystemBodies.m_areaByComponentBody = []

◆ m_areaSize

const float Game.SubsystemBodies.m_areaSize = 8f
static

◆ m_componentBodies

DynamicArray<ComponentBody> Game.SubsystemBodies.m_componentBodies = []

◆ m_componentBodiesByArea

Dictionary<Point2, DynamicArray<ComponentBody> > Game.SubsystemBodies.m_componentBodiesByArea = []

属性说明

◆ Bodies

Dictionary<ComponentBody, Point2>.KeyCollection Game.SubsystemBodies.Bodies
get

◆ UpdateOrder

UpdateOrder Game.SubsystemBodies.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: