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

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< CreatureTypem_creatureTypes = []
 
Dictionary< ComponentCreature, bool > m_creatures = []
 
DynamicArray< ComponentBodym_componentBodies = []
 
List< SpawnChunkm_newSpawnChunks = []
 
List< SpawnChunkm_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]
 

成员函数说明

◆ CalculateSpawnSuitability()

virtual float Game.SubsystemCreatureSpawn.CalculateSpawnSuitability ( CreatureType creatureType,
Point3 spawnPoint )
virtual

◆ CountCreatures() [1/2]

virtual int Game.SubsystemCreatureSpawn.CountCreatures ( bool constantSpawn)
virtual

◆ CountCreatures() [2/2]

virtual int Game.SubsystemCreatureSpawn.CountCreatures ( CreatureType creatureType)
virtual

◆ CountCreaturesInArea()

virtual int Game.SubsystemCreatureSpawn.CountCreaturesInArea ( Vector2 c1,
Vector2 c2,
bool constantSpawn )
virtual
函数调用图:

◆ GetRandomChunkSpawnPoint()

virtual ? Point3 Game.SubsystemCreatureSpawn.GetRandomChunkSpawnPoint ( SpawnChunk chunk,
SpawnLocationType spawnLocationType )
virtual
函数调用图:

◆ GetRandomSpawnLocationType()

virtual SpawnLocationType Game.SubsystemCreatureSpawn.GetRandomSpawnLocationType ( )
virtual
函数调用图:

◆ GetRandomSpawnPoint()

virtual ? Point3 Game.SubsystemCreatureSpawn.GetRandomSpawnPoint ( Camera camera,
SpawnLocationType spawnLocationType )
virtual
函数调用图:

◆ GetRandomWeightedItem()

virtual int Game.SubsystemCreatureSpawn.GetRandomWeightedItem ( IEnumerable< float > items)
virtual
函数调用图:

◆ InitializeCreatureTypes()

virtual void Game.SubsystemCreatureSpawn.InitializeCreatureTypes ( )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Load()

override void Game.SubsystemCreatureSpawn.Load ( ValuesDictionary valuesDictionary)
函数调用图:

◆ OnEntityAdded()

override void Game.SubsystemCreatureSpawn.OnEntityAdded ( Entity entity)

◆ OnEntityRemoved()

override void Game.SubsystemCreatureSpawn.OnEntityRemoved ( Entity entity)

◆ ProcessSpawnPoint()

virtual ? Point3 Game.SubsystemCreatureSpawn.ProcessSpawnPoint ( Point3 spawnPoint,
SpawnLocationType spawnLocationType )
virtual
函数调用图:

◆ SpawnChunkCreatures()

virtual void Game.SubsystemCreatureSpawn.SpawnChunkCreatures ( SpawnChunk chunk,
int maxAttempts,
bool constantSpawn )
virtual
这是这个函数的调用关系图:

◆ SpawnCreature()

virtual Entity Game.SubsystemCreatureSpawn.SpawnCreature ( string templateName,
Vector3 position,
bool constantSpawn )
virtual
函数调用图:

◆ SpawnCreatures()

virtual List< Entity > Game.SubsystemCreatureSpawn.SpawnCreatures ( CreatureType creatureType,
string templateName,
Point3 point,
int count )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ SpawnRandomCreature()

virtual void Game.SubsystemCreatureSpawn.SpawnRandomCreature ( )
virtual
这是这个函数的调用关系图:

◆ TestSpawnPoint()

virtual bool Game.SubsystemCreatureSpawn.TestSpawnPoint ( Point3 spawnPoint,
SpawnLocationType spawnLocationType )
virtual
函数调用图:

◆ Update()

void Game.SubsystemCreatureSpawn.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ m_areaLimit

const int Game.SubsystemCreatureSpawn.m_areaLimit = 3
static

◆ m_areaLimitConstant

const int Game.SubsystemCreatureSpawn.m_areaLimitConstant = 4
static

◆ m_areaRadius

const int Game.SubsystemCreatureSpawn.m_areaRadius = 16
static

◆ m_areaRadiusConstant

const int Game.SubsystemCreatureSpawn.m_areaRadiusConstant = 42
static

◆ m_componentBodies

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

◆ m_creatures

Dictionary<ComponentCreature, bool> Game.SubsystemCreatureSpawn.m_creatures = []

◆ m_creatureTypes

List<CreatureType> Game.SubsystemCreatureSpawn.m_creatureTypes = []

◆ m_newSpawnChunks

List<SpawnChunk> Game.SubsystemCreatureSpawn.m_newSpawnChunks = []

◆ m_populationReductionConstant

const float Game.SubsystemCreatureSpawn.m_populationReductionConstant = 0.25f
static

◆ m_random

Random Game.SubsystemCreatureSpawn.m_random = new()

◆ m_spawnChunks

List<SpawnChunk> Game.SubsystemCreatureSpawn.m_spawnChunks = []

◆ m_spawnLocations

SpawnLocationType [] Game.SubsystemCreatureSpawn.m_spawnLocations = EnumUtils.GetEnumValues(typeof(SpawnLocationType)).Cast<SpawnLocationType>().ToArray()
static

◆ m_subsystemBodies

SubsystemBodies Game.SubsystemCreatureSpawn.m_subsystemBodies

◆ m_subsystemGameInfo

SubsystemGameInfo Game.SubsystemCreatureSpawn.m_subsystemGameInfo

◆ m_subsystemSeasons

SubsystemSeasons Game.SubsystemCreatureSpawn.m_subsystemSeasons

◆ m_subsystemSky

SubsystemSky Game.SubsystemCreatureSpawn.m_subsystemSky

◆ m_subsystemSpawn

SubsystemSpawn Game.SubsystemCreatureSpawn.m_subsystemSpawn

◆ m_subsystemTerrain

SubsystemTerrain Game.SubsystemCreatureSpawn.m_subsystemTerrain

◆ m_subsystemTime

SubsystemTime Game.SubsystemCreatureSpawn.m_subsystemTime

◆ m_subsystemViews

SubsystemGameWidgets Game.SubsystemCreatureSpawn.m_subsystemViews

◆ m_totalLimit

const int Game.SubsystemCreatureSpawn.m_totalLimit = 26
static

◆ m_totalLimitConstant

const int Game.SubsystemCreatureSpawn.m_totalLimitConstant = 6
static

◆ m_totalLimitConstantChallenging

const int Game.SubsystemCreatureSpawn.m_totalLimitConstantChallenging = 12
static

属性说明

◆ Creatures

Dictionary<ComponentCreature, bool>.KeyCollection Game.SubsystemCreatureSpawn.Creatures
get

◆ UpdateOrder

UpdateOrder Game.SubsystemCreatureSpawn.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: