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

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, ElectricElementm_electricElementsByCellFace = []
 
Dictionary< Point3, bool > m_pointsToUpdate = []
 
Dictionary< Point3, ElectricElementm_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< ElectricConnectionPathm_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]
 

成员函数说明

◆ AddElectricElement()

void Game.SubsystemElectricity.AddElectricElement ( ElectricElement electricElement)
函数调用图:
这是这个函数的调用关系图:

◆ AddWireDomains()

void Game.SubsystemElectricity.AddWireDomains ( )
函数调用图:
这是这个函数的调用关系图:

◆ DebugDraw()

void Game.SubsystemElectricity.DebugDraw ( )
这是这个函数的调用关系图:

◆ GetAllConnectedNeighbors()

void Game.SubsystemElectricity.GetAllConnectedNeighbors ( int x,
int y,
int z,
int mountingFace,
DynamicArray< ElectricConnectionPath > list )
函数调用图:
这是这个函数的调用关系图:

◆ GetConnectionPath()

static ElectricConnectionPath Game.SubsystemElectricity.GetConnectionPath ( int mountingFace,
ElectricConnectorDirection localConnector,
int neighborIndex )
static

◆ GetConnectorDirection()

static ? ElectricConnectorDirection Game.SubsystemElectricity.GetConnectorDirection ( int mountingFace,
int rotation,
int connectorFace )
static
这是这个函数的调用关系图:

◆ GetConnectorFace()

static int Game.SubsystemElectricity.GetConnectorFace ( int mountingFace,
ElectricConnectorDirection connectionDirection )
static
这是这个函数的调用关系图:

◆ GetElectricElement()

ElectricElement Game.SubsystemElectricity.GetElectricElement ( int x,
int y,
int z,
int mountingFace )
这是这个函数的调用关系图:

◆ GetListFromCache()

Dictionary< ElectricElement, bool > Game.SubsystemElectricity.GetListFromCache ( )
这是这个函数的调用关系图:

◆ Load()

override void Game.SubsystemElectricity.Load ( ValuesDictionary valuesDictionary)

◆ OnChunkDiscarding()

void Game.SubsystemElectricity.OnChunkDiscarding ( TerrainChunk chunk)
这是这个函数的调用关系图:

◆ OnElectricElementBlockAdded()

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

◆ OnElectricElementBlockGenerated()

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

◆ OnElectricElementBlockModified()

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

◆ OnElectricElementBlockRemoved()

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

◆ QueueElectricElementConnectionsForSimulation()

void Game.SubsystemElectricity.QueueElectricElementConnectionsForSimulation ( ElectricElement electricElement,
int circuitStep )
函数调用图:
这是这个函数的调用关系图:

◆ QueueElectricElementForSimulation()

void Game.SubsystemElectricity.QueueElectricElementForSimulation ( ElectricElement electricElement,
int circuitStep )
函数调用图:
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◆ ReadPersistentVoltage()

float? Game.SubsystemElectricity.ReadPersistentVoltage ( Point3 point)
这是这个函数的调用关系图:

◆ RemoveElectricElement()

void Game.SubsystemElectricity.RemoveElectricElement ( ElectricElement electricElement)
函数调用图:
这是这个函数的调用关系图:

◆ RemoveWireDomains()

void Game.SubsystemElectricity.RemoveWireDomains ( )
函数调用图:
这是这个函数的调用关系图:

◆ ReturnListToCache()

void Game.SubsystemElectricity.ReturnListToCache ( Dictionary< ElectricElement, bool > list)
这是这个函数的调用关系图:

◆ Save()

override void Game.SubsystemElectricity.Save ( ValuesDictionary valuesDictionary)

◆ ScanWireDomain()

void Game.SubsystemElectricity.ScanWireDomain ( CellFace startCellFace,
Dictionary< CellFace, bool > visited,
Dictionary< CellFace, bool > result )
函数调用图:
这是这个函数的调用关系图:

◆ SimulateElectricElement()

void Game.SubsystemElectricity.SimulateElectricElement ( ElectricElement electricElement)
函数调用图:
这是这个函数的调用关系图:

◆ Update()

void Game.SubsystemElectricity.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

◆ UpdateElectricElements()

void Game.SubsystemElectricity.UpdateElectricElements ( )
函数调用图:
这是这个函数的调用关系图:

◆ WritePersistentVoltage()

void Game.SubsystemElectricity.WritePersistentVoltage ( Point3 point,
float voltage )
这是这个函数的调用关系图:

类成员变量说明

◆ CircuitStepDuration

const float Game.SubsystemElectricity.CircuitStepDuration = 0.01f
static

◆ DebugDrawElectrics

bool Game.SubsystemElectricity.DebugDrawElectrics = false
static

◆ m_connectionPathsTable

ElectricConnectionPath [] Game.SubsystemElectricity.m_connectionPathsTable
static

◆ m_connectorDirectionsTable

? ElectricConnectorDirection [] Game.SubsystemElectricity.m_connectorDirectionsTable
static

◆ m_connectorFacesTable

int [] Game.SubsystemElectricity.m_connectorFacesTable
static

◆ m_electricElements

Dictionary<ElectricElement, bool> Game.SubsystemElectricity.m_electricElements = []

◆ m_electricElementsByCellFace

Dictionary<CellFace, ElectricElement> Game.SubsystemElectricity.m_electricElementsByCellFace = []

◆ m_electricElementsToAdd

Dictionary<Point3, ElectricElement> Game.SubsystemElectricity.m_electricElementsToAdd = []

◆ m_electricElementsToRemove

Dictionary<ElectricElement, bool> Game.SubsystemElectricity.m_electricElementsToRemove = []

◆ m_futureSimulateLists

Dictionary<int, Dictionary<ElectricElement, bool> > Game.SubsystemElectricity.m_futureSimulateLists = []

◆ m_listsCache

List<Dictionary<ElectricElement, bool> > Game.SubsystemElectricity.m_listsCache = []

◆ m_nextStepSimulateList

Dictionary<ElectricElement, bool> Game.SubsystemElectricity.m_nextStepSimulateList

◆ m_persistentElementsVoltages

Dictionary<Point3, float> Game.SubsystemElectricity.m_persistentElementsVoltages = []

◆ m_pointsToUpdate

Dictionary<Point3, bool> Game.SubsystemElectricity.m_pointsToUpdate = []

◆ m_remainingSimulationTime

float Game.SubsystemElectricity.m_remainingSimulationTime

◆ m_tmpConnectionPaths

DynamicArray<ElectricConnectionPath> Game.SubsystemElectricity.m_tmpConnectionPaths = []

◆ m_tmpResult

Dictionary<CellFace, bool> Game.SubsystemElectricity.m_tmpResult = []

◆ m_tmpVisited

Dictionary<CellFace, bool> Game.SubsystemElectricity.m_tmpVisited = []

◆ m_wiresToUpdate

Dictionary<Point3, bool> Game.SubsystemElectricity.m_wiresToUpdate = []

◆ SimulatedElectricElements

int Game.SubsystemElectricity.SimulatedElectricElements
static

属性说明

◆ CircuitStep

int Game.SubsystemElectricity.CircuitStep
getset

◆ FrameStartCircuitStep

int Game.SubsystemElectricity.FrameStartCircuitStep
getset

◆ SubsystemAudio

SubsystemAudio Game.SubsystemElectricity.SubsystemAudio
getset

◆ SubsystemTerrain

SubsystemTerrain Game.SubsystemElectricity.SubsystemTerrain
getset

◆ SubsystemTime

SubsystemTime Game.SubsystemElectricity.SubsystemTime
getset

◆ UpdateOrder

UpdateOrder Game.SubsystemElectricity.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: