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My Project v1
Project
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Public 成员函数 | |
| void | OnElectricElementBlockGenerated (int x, int y, int z) |
| void | OnElectricElementBlockAdded (int x, int y, int z) |
| void | OnElectricElementBlockRemoved (int x, int y, int z) |
| void | OnElectricElementBlockModified (int x, int y, int z) |
| void | OnChunkDiscarding (TerrainChunk chunk) |
| void | GetAllConnectedNeighbors (int x, int y, int z, int mountingFace, DynamicArray< ElectricConnectionPath > list) |
| ElectricElement | GetElectricElement (int x, int y, int z, int mountingFace) |
| void | QueueElectricElementForSimulation (ElectricElement electricElement, int circuitStep) |
| void | QueueElectricElementConnectionsForSimulation (ElectricElement electricElement, int circuitStep) |
| float? | ReadPersistentVoltage (Point3 point) |
| void | WritePersistentVoltage (Point3 point, float voltage) |
| void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary) |
| override void | Save (ValuesDictionary valuesDictionary) |
| void | SimulateElectricElement (ElectricElement electricElement) |
| void | AddElectricElement (ElectricElement electricElement) |
| void | RemoveElectricElement (ElectricElement electricElement) |
| void | UpdateElectricElements () |
| void | AddWireDomains () |
| void | RemoveWireDomains () |
| void | ScanWireDomain (CellFace startCellFace, Dictionary< CellFace, bool > visited, Dictionary< CellFace, bool > result) |
| Dictionary< ElectricElement, bool > | GetListFromCache () |
| void | ReturnListToCache (Dictionary< ElectricElement, bool > list) |
| void | DebugDraw () |
Public 成员函数 继承自 Game.IUpdateable | |
静态 Public 成员函数 | |
| static ? ElectricConnectorDirection | GetConnectorDirection (int mountingFace, int rotation, int connectorFace) |
| static int | GetConnectorFace (int mountingFace, ElectricConnectorDirection connectionDirection) |
| static ElectricConnectionPath | GetConnectionPath (int mountingFace, ElectricConnectorDirection localConnector, int neighborIndex) |
Public 属性 | |
| float | m_remainingSimulationTime |
| Dictionary< Point3, float > | m_persistentElementsVoltages = [] |
| Dictionary< ElectricElement, bool > | m_electricElements = [] |
| Dictionary< CellFace, ElectricElement > | m_electricElementsByCellFace = [] |
| Dictionary< Point3, bool > | m_pointsToUpdate = [] |
| Dictionary< Point3, ElectricElement > | m_electricElementsToAdd = [] |
| Dictionary< ElectricElement, bool > | m_electricElementsToRemove = [] |
| Dictionary< Point3, bool > | m_wiresToUpdate = [] |
| List< Dictionary< ElectricElement, bool > > | m_listsCache = [] |
| Dictionary< int, Dictionary< ElectricElement, bool > > | m_futureSimulateLists = [] |
| Dictionary< ElectricElement, bool > | m_nextStepSimulateList |
| DynamicArray< ElectricConnectionPath > | m_tmpConnectionPaths = [] |
| Dictionary< CellFace, bool > | m_tmpVisited = [] |
| Dictionary< CellFace, bool > | m_tmpResult = [] |
静态 Public 属性 | |
| static ElectricConnectionPath[] | m_connectionPathsTable |
| static ? ElectricConnectorDirection[] | m_connectorDirectionsTable |
| static int[] | m_connectorFacesTable |
| static bool | DebugDrawElectrics = false |
| static int | SimulatedElectricElements |
| const float | CircuitStepDuration = 0.01f |
属性 | |
| SubsystemTime | SubsystemTime [get, set] |
| SubsystemTerrain | SubsystemTerrain [get, set] |
| SubsystemAudio | SubsystemAudio [get, set] |
| int | FrameStartCircuitStep [get, set] |
| int | CircuitStep [get, set] |
| UpdateOrder | UpdateOrder [get] |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
| void Game.SubsystemElectricity.AddElectricElement | ( | ElectricElement | electricElement | ) |


| void Game.SubsystemElectricity.AddWireDomains | ( | ) |


| void Game.SubsystemElectricity.DebugDraw | ( | ) |

| void Game.SubsystemElectricity.GetAllConnectedNeighbors | ( | int | x, |
| int | y, | ||
| int | z, | ||
| int | mountingFace, | ||
| DynamicArray< ElectricConnectionPath > | list ) |


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| ElectricElement Game.SubsystemElectricity.GetElectricElement | ( | int | x, |
| int | y, | ||
| int | z, | ||
| int | mountingFace ) |

| Dictionary< ElectricElement, bool > Game.SubsystemElectricity.GetListFromCache | ( | ) |

| override void Game.SubsystemElectricity.Load | ( | ValuesDictionary | valuesDictionary | ) |
| void Game.SubsystemElectricity.OnChunkDiscarding | ( | TerrainChunk | chunk | ) |

| void Game.SubsystemElectricity.OnElectricElementBlockAdded | ( | int | x, |
| int | y, | ||
| int | z ) |

| void Game.SubsystemElectricity.OnElectricElementBlockGenerated | ( | int | x, |
| int | y, | ||
| int | z ) |

| void Game.SubsystemElectricity.OnElectricElementBlockModified | ( | int | x, |
| int | y, | ||
| int | z ) |

| void Game.SubsystemElectricity.OnElectricElementBlockRemoved | ( | int | x, |
| int | y, | ||
| int | z ) |

| void Game.SubsystemElectricity.QueueElectricElementConnectionsForSimulation | ( | ElectricElement | electricElement, |
| int | circuitStep ) |


| void Game.SubsystemElectricity.QueueElectricElementForSimulation | ( | ElectricElement | electricElement, |
| int | circuitStep ) |


| float? Game.SubsystemElectricity.ReadPersistentVoltage | ( | Point3 | point | ) |

| void Game.SubsystemElectricity.RemoveElectricElement | ( | ElectricElement | electricElement | ) |


| void Game.SubsystemElectricity.RemoveWireDomains | ( | ) |


| void Game.SubsystemElectricity.ReturnListToCache | ( | Dictionary< ElectricElement, bool > | list | ) |

| override void Game.SubsystemElectricity.Save | ( | ValuesDictionary | valuesDictionary | ) |
| void Game.SubsystemElectricity.ScanWireDomain | ( | CellFace | startCellFace, |
| Dictionary< CellFace, bool > | visited, | ||
| Dictionary< CellFace, bool > | result ) |


| void Game.SubsystemElectricity.SimulateElectricElement | ( | ElectricElement | electricElement | ) |


| void Game.SubsystemElectricity.Update | ( | float | dt | ) |
| void Game.SubsystemElectricity.UpdateElectricElements | ( | ) |


| void Game.SubsystemElectricity.WritePersistentVoltage | ( | Point3 | point, |
| float | voltage ) |

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| Dictionary<ElectricElement, bool> Game.SubsystemElectricity.m_electricElements = [] |
| Dictionary<CellFace, ElectricElement> Game.SubsystemElectricity.m_electricElementsByCellFace = [] |
| Dictionary<Point3, ElectricElement> Game.SubsystemElectricity.m_electricElementsToAdd = [] |
| Dictionary<ElectricElement, bool> Game.SubsystemElectricity.m_electricElementsToRemove = [] |
| Dictionary<int, Dictionary<ElectricElement, bool> > Game.SubsystemElectricity.m_futureSimulateLists = [] |
| List<Dictionary<ElectricElement, bool> > Game.SubsystemElectricity.m_listsCache = [] |
| Dictionary<ElectricElement, bool> Game.SubsystemElectricity.m_nextStepSimulateList |
| Dictionary<Point3, float> Game.SubsystemElectricity.m_persistentElementsVoltages = [] |
| Dictionary<Point3, bool> Game.SubsystemElectricity.m_pointsToUpdate = [] |
| float Game.SubsystemElectricity.m_remainingSimulationTime |
| DynamicArray<ElectricConnectionPath> Game.SubsystemElectricity.m_tmpConnectionPaths = [] |
| Dictionary<CellFace, bool> Game.SubsystemElectricity.m_tmpResult = [] |
| Dictionary<CellFace, bool> Game.SubsystemElectricity.m_tmpVisited = [] |
| Dictionary<Point3, bool> Game.SubsystemElectricity.m_wiresToUpdate = [] |
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实现了 Game.IUpdateable.