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My Project v1
Project
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类 | |
| 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 | |
属性 | |
| UpdateOrder | UpdateOrder [get] |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
| void Game.SubsystemExplosions.AddExplosion | ( | int | x, |
| int | y, | ||
| int | z, | ||
| float | pressure, | ||
| bool | isIncendiary, | ||
| bool | noExplosionSound ) |


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virtual |


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virtual |


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virtual |

| override void Game.SubsystemExplosions.Load | ( | ValuesDictionary | valuesDictionary | ) |

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virtual |


| void Game.SubsystemExplosions.SimulateExplosion | ( | int | x, |
| int | y, | ||
| int | z, | ||
| float | pressure, | ||
| bool | isIncendiary ) |


| void Game.SubsystemExplosions.TryAddPoint | ( | int | x, |
| int | y, | ||
| int | z, | ||
| int | axis, | ||
| float | currentPressure, | ||
| bool | isIncendiary, | ||
| List< ProcessPoint > | toProcess, | ||
| SparseSpatialArray< bool > | processed ) |


| bool Game.SubsystemExplosions.TryExplodeBlock | ( | int | x, |
| int | y, | ||
| int | z, | ||
| int | value ) |


| void Game.SubsystemExplosions.Update | ( | float | dt | ) |
| ExplosionParticleSystem Game.SubsystemExplosions.m_explosionParticleSystem |
| Dictionary<Projectile, bool> Game.SubsystemExplosions.m_generatedProjectiles = [] |
| SparseSpatialArray<float> Game.SubsystemExplosions.m_pressureByPoint |
| int Game.SubsystemExplosions.m_projectilesCount |
| List<ExplosionData> Game.SubsystemExplosions.m_queuedExplosions = [] |
| Random Game.SubsystemExplosions.m_random = new() |
| SubsystemAudio Game.SubsystemExplosions.m_subsystemAudio |
| SubsystemBlockBehaviors Game.SubsystemExplosions.m_subsystemBlockBehaviors |
| SubsystemBodies Game.SubsystemExplosions.m_subsystemBodies |
| SubsystemFireBlockBehavior Game.SubsystemExplosions.m_subsystemFireBlockBehavior |
| SubsystemNoise Game.SubsystemExplosions.m_subsystemNoise |
| SubsystemParticles Game.SubsystemExplosions.m_subsystemParticles |
| SubsystemPickables Game.SubsystemExplosions.m_subsystemPickables |
| SubsystemProjectiles Game.SubsystemExplosions.m_subsystemProjectiles |
| SubsystemTerrain Game.SubsystemExplosions.m_subsystemTerrain |
| SparseSpatialArray<SurroundingPressurePoint> Game.SubsystemExplosions.m_surroundingPressureByPoint |
| bool Game.SubsystemExplosions.ShowExplosionPressure |
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get |
实现了 Game.IUpdateable.