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

struct  LeafParticles
 

Public 成员函数

void CreateFallenLeaves (Point3 p, bool applyImmediately)
 
override void OnBlockGenerated (int value, int x, int y, int z, bool isLoaded)
 
override void OnPoll (int value, int x, int y, int z, int pollPass)
 
override void Load (ValuesDictionary valuesDictionary)
 
- Public 成员函数 继承自 Game.SubsystemPollableBlockBehavior
void OnPoll (int value, int x, int y, int z, int pollPass)
 
- Public 成员函数 继承自 Game.SubsystemBlockBehavior
virtual void OnChunkInitialized (TerrainChunk chunk)
 
virtual void OnChunkDiscarding (TerrainChunk chunk)
 
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)
 
- Public 成员函数 继承自 Game.IUpdateable

Public 属性

SubsystemGameInfo m_subsystemGameInfo
 
SubsystemSeasons m_subsystemSeasons
 
SubsystemTerrain m_subsystemTerrain
 
SubsystemTime m_subsystemTime
 
SubsystemGameWidgets m_subsystemGameWidgets
 
SubsystemParticles m_subsystemParticles
 
SubsystemCellChangeQueue m_subsystemCellChangeQueue
 

属性

override int[] HandledBlocks [get]
 
UpdateOrder IUpdateable. UpdateOrder [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]
 

Private 成员函数

void IUpdateable. Update (float dt)
 
void UpdateTimeOfYear (int value, int x, int y, int z, bool applyImmediately)
 
void QueueLeafParticles (int value, int x, int y, int z)
 

Private 属性

Random m_random = new Random()
 
DynamicArray< LeafParticlesm_leafParticles = new DynamicArray<LeafParticles>()
 
DynamicArray< LeafParticlesm_tmpLeafParticles = new DynamicArray<LeafParticles>()
 

成员函数说明

◆ CreateFallenLeaves()

void Game.SubsystemDeciduousLeavesBlockBehavior.CreateFallenLeaves ( Point3 p,
bool applyImmediately )
函数调用图:
这是这个函数的调用关系图:

◆ Load()

override void Game.SubsystemDeciduousLeavesBlockBehavior.Load ( ValuesDictionary valuesDictionary)

◆ OnBlockGenerated()

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

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnPoll()

override void Game.SubsystemDeciduousLeavesBlockBehavior.OnPoll ( int value,
int x,
int y,
int z,
int pollPass )
函数调用图:

◆ QueueLeafParticles()

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

◆ Update()

void IUpdateable. Game.SubsystemDeciduousLeavesBlockBehavior.Update ( float dt)
private

实现了 Game.IUpdateable.

函数调用图:

◆ UpdateTimeOfYear()

void Game.SubsystemDeciduousLeavesBlockBehavior.UpdateTimeOfYear ( int value,
int x,
int y,
int z,
bool applyImmediately )
private
函数调用图:
这是这个函数的调用关系图:

类成员变量说明

◆ m_leafParticles

DynamicArray<LeafParticles> Game.SubsystemDeciduousLeavesBlockBehavior.m_leafParticles = new DynamicArray<LeafParticles>()
private

◆ m_random

Random Game.SubsystemDeciduousLeavesBlockBehavior.m_random = new Random()
private

◆ m_subsystemCellChangeQueue

SubsystemCellChangeQueue Game.SubsystemDeciduousLeavesBlockBehavior.m_subsystemCellChangeQueue

◆ m_subsystemGameInfo

SubsystemGameInfo Game.SubsystemDeciduousLeavesBlockBehavior.m_subsystemGameInfo

◆ m_subsystemGameWidgets

SubsystemGameWidgets Game.SubsystemDeciduousLeavesBlockBehavior.m_subsystemGameWidgets

◆ m_subsystemParticles

SubsystemParticles Game.SubsystemDeciduousLeavesBlockBehavior.m_subsystemParticles

◆ m_subsystemSeasons

SubsystemSeasons Game.SubsystemDeciduousLeavesBlockBehavior.m_subsystemSeasons

◆ m_subsystemTerrain

SubsystemTerrain Game.SubsystemDeciduousLeavesBlockBehavior.m_subsystemTerrain

◆ m_subsystemTime

SubsystemTime Game.SubsystemDeciduousLeavesBlockBehavior.m_subsystemTime

◆ m_tmpLeafParticles

DynamicArray<LeafParticles> Game.SubsystemDeciduousLeavesBlockBehavior.m_tmpLeafParticles = new DynamicArray<LeafParticles>()
private

属性说明

◆ HandledBlocks

override int [] Game.SubsystemDeciduousLeavesBlockBehavior.HandledBlocks
get

◆ UpdateOrder

UpdateOrder IUpdateable. Game.SubsystemDeciduousLeavesBlockBehavior.UpdateOrder
getprivate

实现了 Game.IUpdateable.


该类的文档由以下文件生成: