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My Project v1
Project
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| class | CreatureType |
Public 成员函数 | |
| void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary) |
| override void | OnEntityAdded (Entity entity) |
| override void | OnEntityRemoved (Entity entity) |
| virtual void | InitializeCreatureTypes () |
| virtual void | SpawnRandomCreature () |
| virtual void | SpawnChunkCreatures (SpawnChunk chunk, int maxAttempts, bool constantSpawn) |
| virtual List< Entity > | SpawnCreatures (CreatureType creatureType, string templateName, Point3 point, int count) |
| virtual Entity | SpawnCreature (string templateName, Vector3 position, bool constantSpawn) |
| virtual ? Point3 | GetRandomChunkSpawnPoint (SpawnChunk chunk, SpawnLocationType spawnLocationType) |
| virtual ? Point3 | GetRandomSpawnPoint (Camera camera, SpawnLocationType spawnLocationType) |
| virtual ? Point3 | ProcessSpawnPoint (Point3 spawnPoint, SpawnLocationType spawnLocationType) |
| virtual bool | TestSpawnPoint (Point3 spawnPoint, SpawnLocationType spawnLocationType) |
| virtual float | CalculateSpawnSuitability (CreatureType creatureType, Point3 spawnPoint) |
| virtual int | CountCreatures (CreatureType creatureType) |
| virtual int | CountCreatures (bool constantSpawn) |
| virtual int | CountCreaturesInArea (Vector2 c1, Vector2 c2, bool constantSpawn) |
| virtual int | GetRandomWeightedItem (IEnumerable< float > items) |
| virtual SpawnLocationType | GetRandomSpawnLocationType () |
Public 成员函数 继承自 Game.IUpdateable | |
Public 属性 | |
| SubsystemGameInfo | m_subsystemGameInfo |
| SubsystemSpawn | m_subsystemSpawn |
| SubsystemTerrain | m_subsystemTerrain |
| SubsystemTime | m_subsystemTime |
| SubsystemSky | m_subsystemSky |
| SubsystemSeasons | m_subsystemSeasons |
| SubsystemBodies | m_subsystemBodies |
| SubsystemGameWidgets | m_subsystemViews |
| Random | m_random = new() |
| List< CreatureType > | m_creatureTypes = [] |
| Dictionary< ComponentCreature, bool > | m_creatures = [] |
| DynamicArray< ComponentBody > | m_componentBodies = [] |
| List< SpawnChunk > | m_newSpawnChunks = [] |
| List< SpawnChunk > | m_spawnChunks = [] |
静态 Public 属性 | |
| static SpawnLocationType[] | m_spawnLocations = EnumUtils.GetEnumValues(typeof(SpawnLocationType)).Cast<SpawnLocationType>().ToArray() |
| const int | m_totalLimit = 26 |
| const int | m_areaLimit = 3 |
| const int | m_areaRadius = 16 |
| const int | m_totalLimitConstant = 6 |
| const int | m_totalLimitConstantChallenging = 12 |
| const int | m_areaLimitConstant = 4 |
| const int | m_areaRadiusConstant = 42 |
| const float | m_populationReductionConstant = 0.25f |
属性 | |
| Dictionary< ComponentCreature, bool >.KeyCollection | Creatures [get] |
| UpdateOrder | UpdateOrder [get] |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
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| override void Game.SubsystemCreatureSpawn.Load | ( | ValuesDictionary | valuesDictionary | ) |

| override void Game.SubsystemCreatureSpawn.OnEntityAdded | ( | Entity | entity | ) |
| override void Game.SubsystemCreatureSpawn.OnEntityRemoved | ( | Entity | entity | ) |
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| void Game.SubsystemCreatureSpawn.Update | ( | float | dt | ) |
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| DynamicArray<ComponentBody> Game.SubsystemCreatureSpawn.m_componentBodies = [] |
| Dictionary<ComponentCreature, bool> Game.SubsystemCreatureSpawn.m_creatures = [] |
| List<CreatureType> Game.SubsystemCreatureSpawn.m_creatureTypes = [] |
| List<SpawnChunk> Game.SubsystemCreatureSpawn.m_newSpawnChunks = [] |
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| Random Game.SubsystemCreatureSpawn.m_random = new() |
| List<SpawnChunk> Game.SubsystemCreatureSpawn.m_spawnChunks = [] |
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| SubsystemBodies Game.SubsystemCreatureSpawn.m_subsystemBodies |
| SubsystemGameInfo Game.SubsystemCreatureSpawn.m_subsystemGameInfo |
| SubsystemSeasons Game.SubsystemCreatureSpawn.m_subsystemSeasons |
| SubsystemSky Game.SubsystemCreatureSpawn.m_subsystemSky |
| SubsystemSpawn Game.SubsystemCreatureSpawn.m_subsystemSpawn |
| SubsystemTerrain Game.SubsystemCreatureSpawn.m_subsystemTerrain |
| SubsystemTime Game.SubsystemCreatureSpawn.m_subsystemTime |
| SubsystemGameWidgets Game.SubsystemCreatureSpawn.m_subsystemViews |
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实现了 Game.IUpdateable.