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

Public 成员函数

void Update (float dt)
 
override void OnNeighborBlockChanged (int x, int y, int z, int neighborX, int neighborY, int neighborZ)
 
override void OnBlockAdded (int value, int oldValue, int x, int y, int z)
 
override void OnBlockRemoved (int value, int newValue, int x, int y, int z)
 
override void OnBlockModified (int value, int oldValue, int x, int y, int z)
 
override void OnBlockGenerated (int value, int x, int y, int z, bool isLoaded)
 
override void OnChunkDiscarding (TerrainChunk chunk)
 
override void OnHitByProjectile (CellFace cellFace, WorldItem worldItem)
 
override bool OnInteract (TerrainRaycastResult raycastResult, ComponentMiner componentMiner)
 
override void Load (ValuesDictionary valuesDictionary)
 
void AddCampfireParticleSystem (int value, int x, int y, int z)
 
void RemoveCampfireParticleSystem (int x, int y, int z)
 
bool AddFuel (int x, int y, int z, int value, int count)
 
bool ResizeCampfire (int x, int y, int z, int steps, bool playSound)
 
- Public 成员函数 继承自 Game.SubsystemBlockBehavior
virtual void OnChunkInitialized (TerrainChunk chunk)
 
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 bool OnUse (Ray3 ray, 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 (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)
 
- Public 成员函数 继承自 Game.IUpdateable

Public 属性

SubsystemTime m_subsystemTime
 
SubsystemParticles m_subsystemParticles
 
SubsystemWeather m_subsystemWeather
 
SubsystemAmbientSounds m_subsystemAmbientSounds
 
Dictionary< Point3, FireParticleSystemm_particleSystemsByCell = []
 
float m_fireSoundVolume
 
Random m_random = new()
 
int m_updateIndex
 
List< Point3 > m_toReduce = []
 

属性

Dictionary< Point3, FireParticleSystem >.KeyCollection Campfires [get]
 
UpdateOrder UpdateOrder [get]
 
override int[] HandledBlocks [get]
 
- 属性 继承自 Game.SubsystemBlockBehavior
virtual int[] HandledBlocks [get]
 
SubsystemTerrain SubsystemTerrain [get, set]
 
- 属性 继承自 Game.IUpdateable
float FloatUpdateOrder [get]
 

成员函数说明

◆ AddCampfireParticleSystem()

void Game.SubsystemCampfireBlockBehavior.AddCampfireParticleSystem ( int value,
int x,
int y,
int z )
函数调用图:
这是这个函数的调用关系图:

◆ AddFuel()

bool Game.SubsystemCampfireBlockBehavior.AddFuel ( int x,
int y,
int z,
int value,
int count )
函数调用图:
这是这个函数的调用关系图:

◆ Load()

override void Game.SubsystemCampfireBlockBehavior.Load ( ValuesDictionary valuesDictionary)

◆ OnBlockAdded()

override void Game.SubsystemCampfireBlockBehavior.OnBlockAdded ( int value,
int oldValue,
int x,
int y,
int z )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnBlockGenerated()

override void Game.SubsystemCampfireBlockBehavior.OnBlockGenerated ( int value,
int x,
int y,
int z,
bool isLoaded )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnBlockModified()

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

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnBlockRemoved()

override void Game.SubsystemCampfireBlockBehavior.OnBlockRemoved ( int value,
int newValue,
int x,
int y,
int z )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnChunkDiscarding()

override void Game.SubsystemCampfireBlockBehavior.OnChunkDiscarding ( TerrainChunk chunk)
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnHitByProjectile()

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

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnInteract()

override bool Game.SubsystemCampfireBlockBehavior.OnInteract ( TerrainRaycastResult raycastResult,
ComponentMiner componentMiner )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnNeighborBlockChanged()

override void Game.SubsystemCampfireBlockBehavior.OnNeighborBlockChanged ( int x,
int y,
int z,
int neighborX,
int neighborY,
int neighborZ )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ RemoveCampfireParticleSystem()

void Game.SubsystemCampfireBlockBehavior.RemoveCampfireParticleSystem ( int x,
int y,
int z )
这是这个函数的调用关系图:

◆ ResizeCampfire()

bool Game.SubsystemCampfireBlockBehavior.ResizeCampfire ( int x,
int y,
int z,
int steps,
bool playSound )
函数调用图:
这是这个函数的调用关系图:

◆ Update()

void Game.SubsystemCampfireBlockBehavior.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ m_fireSoundVolume

float Game.SubsystemCampfireBlockBehavior.m_fireSoundVolume

◆ m_particleSystemsByCell

Dictionary<Point3, FireParticleSystem> Game.SubsystemCampfireBlockBehavior.m_particleSystemsByCell = []

◆ m_random

Random Game.SubsystemCampfireBlockBehavior.m_random = new()

◆ m_subsystemAmbientSounds

SubsystemAmbientSounds Game.SubsystemCampfireBlockBehavior.m_subsystemAmbientSounds

◆ m_subsystemParticles

SubsystemParticles Game.SubsystemCampfireBlockBehavior.m_subsystemParticles

◆ m_subsystemTime

SubsystemTime Game.SubsystemCampfireBlockBehavior.m_subsystemTime

◆ m_subsystemWeather

SubsystemWeather Game.SubsystemCampfireBlockBehavior.m_subsystemWeather

◆ m_toReduce

List<Point3> Game.SubsystemCampfireBlockBehavior.m_toReduce = []

◆ m_updateIndex

int Game.SubsystemCampfireBlockBehavior.m_updateIndex

属性说明

◆ Campfires

Dictionary<Point3, FireParticleSystem>.KeyCollection Game.SubsystemCampfireBlockBehavior.Campfires
get

◆ HandledBlocks

override int [] Game.SubsystemCampfireBlockBehavior.HandledBlocks
get

◆ UpdateOrder

UpdateOrder Game.SubsystemCampfireBlockBehavior.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: