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

struct  ExplosionData
 
struct  ProcessPoint
 
class  SparseSpatialArray
 
struct  SurroundingPressurePoint
 

Public 成员函数

bool TryExplodeBlock (int x, int y, int z, int value)
 
void AddExplosion (int x, int y, int z, float pressure, bool isIncendiary, bool noExplosionSound)
 
void Update (float dt)
 
override void Load (ValuesDictionary valuesDictionary)
 
void SimulateExplosion (int x, int y, int z, float pressure, bool isIncendiary)
 
void TryAddPoint (int x, int y, int z, int axis, float currentPressure, bool isIncendiary, List< ProcessPoint > toProcess, SparseSpatialArray< bool > processed)
 
virtual void ApplyBodiesShaking (Vector3 center, float pressure)
 
virtual void PostprocessExplosions (bool playExplosionSound)
 
virtual void CalculateImpulseAndDamage (ComponentBody componentBody, float? obstaclePressure, out Vector3 impulse, out float damage)
 
virtual void CalculateImpulseAndDamage (Vector3 position, float mass, float? obstaclePressure, out Vector3 impulse, out float damage)
 
- Public 成员函数 继承自 Game.IUpdateable

Public 属性

SubsystemTerrain m_subsystemTerrain
 
SubsystemAudio m_subsystemAudio
 
SubsystemParticles m_subsystemParticles
 
SubsystemNoise m_subsystemNoise
 
SubsystemBodies m_subsystemBodies
 
SubsystemPickables m_subsystemPickables
 
SubsystemProjectiles m_subsystemProjectiles
 
SubsystemBlockBehaviors m_subsystemBlockBehaviors
 
SubsystemFireBlockBehavior m_subsystemFireBlockBehavior
 
List< ExplosionDatam_queuedExplosions = []
 
SparseSpatialArray< float > m_pressureByPoint
 
SparseSpatialArray< SurroundingPressurePointm_surroundingPressureByPoint
 
int m_projectilesCount
 
Dictionary< Projectile, bool > m_generatedProjectiles = []
 
Random m_random = new()
 
ExplosionParticleSystem m_explosionParticleSystem
 
bool ShowExplosionPressure
 

属性

UpdateOrder UpdateOrder [get]
 
- 属性 继承自 Game.IUpdateable
float FloatUpdateOrder [get]
 

成员函数说明

◆ AddExplosion()

void Game.SubsystemExplosions.AddExplosion ( int x,
int y,
int z,
float pressure,
bool isIncendiary,
bool noExplosionSound )
函数调用图:
这是这个函数的调用关系图:

◆ ApplyBodiesShaking()

virtual void Game.SubsystemExplosions.ApplyBodiesShaking ( Vector3 center,
float pressure )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ CalculateImpulseAndDamage() [1/2]

virtual void Game.SubsystemExplosions.CalculateImpulseAndDamage ( ComponentBody componentBody,
float? obstaclePressure,
out Vector3 impulse,
out float damage )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ CalculateImpulseAndDamage() [2/2]

virtual void Game.SubsystemExplosions.CalculateImpulseAndDamage ( Vector3 position,
float mass,
float? obstaclePressure,
out Vector3 impulse,
out float damage )
virtual
函数调用图:

◆ Load()

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

◆ PostprocessExplosions()

virtual void Game.SubsystemExplosions.PostprocessExplosions ( bool playExplosionSound)
virtual
函数调用图:
这是这个函数的调用关系图:

◆ SimulateExplosion()

void Game.SubsystemExplosions.SimulateExplosion ( int x,
int y,
int z,
float pressure,
bool isIncendiary )
函数调用图:
这是这个函数的调用关系图:

◆ TryAddPoint()

void Game.SubsystemExplosions.TryAddPoint ( int x,
int y,
int z,
int axis,
float currentPressure,
bool isIncendiary,
List< ProcessPoint > toProcess,
SparseSpatialArray< bool > processed )
函数调用图:
这是这个函数的调用关系图:

◆ TryExplodeBlock()

bool Game.SubsystemExplosions.TryExplodeBlock ( int x,
int y,
int z,
int value )
函数调用图:
这是这个函数的调用关系图:

◆ Update()

void Game.SubsystemExplosions.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ m_explosionParticleSystem

ExplosionParticleSystem Game.SubsystemExplosions.m_explosionParticleSystem

◆ m_generatedProjectiles

Dictionary<Projectile, bool> Game.SubsystemExplosions.m_generatedProjectiles = []

◆ m_pressureByPoint

SparseSpatialArray<float> Game.SubsystemExplosions.m_pressureByPoint

◆ m_projectilesCount

int Game.SubsystemExplosions.m_projectilesCount

◆ m_queuedExplosions

List<ExplosionData> Game.SubsystemExplosions.m_queuedExplosions = []

◆ m_random

Random Game.SubsystemExplosions.m_random = new()

◆ m_subsystemAudio

SubsystemAudio Game.SubsystemExplosions.m_subsystemAudio

◆ m_subsystemBlockBehaviors

SubsystemBlockBehaviors Game.SubsystemExplosions.m_subsystemBlockBehaviors

◆ m_subsystemBodies

SubsystemBodies Game.SubsystemExplosions.m_subsystemBodies

◆ m_subsystemFireBlockBehavior

SubsystemFireBlockBehavior Game.SubsystemExplosions.m_subsystemFireBlockBehavior

◆ m_subsystemNoise

SubsystemNoise Game.SubsystemExplosions.m_subsystemNoise

◆ m_subsystemParticles

SubsystemParticles Game.SubsystemExplosions.m_subsystemParticles

◆ m_subsystemPickables

SubsystemPickables Game.SubsystemExplosions.m_subsystemPickables

◆ m_subsystemProjectiles

SubsystemProjectiles Game.SubsystemExplosions.m_subsystemProjectiles

◆ m_subsystemTerrain

SubsystemTerrain Game.SubsystemExplosions.m_subsystemTerrain

◆ m_surroundingPressureByPoint

SparseSpatialArray<SurroundingPressurePoint> Game.SubsystemExplosions.m_surroundingPressureByPoint

◆ ShowExplosionPressure

bool Game.SubsystemExplosions.ShowExplosionPressure

属性说明

◆ UpdateOrder

UpdateOrder Game.SubsystemExplosions.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: