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

class  ExplosiveData
 

Public 成员函数

bool IgniteFuse (int x, int y, int z)
 
void Update (float dt)
 
override void OnNeighborBlockChanged (int x, int y, int z, int neighborX, int neighborY, int neighborZ)
 
override void OnBlockRemoved (int value, int newValue, int x, int y, int z)
 
override void OnChunkDiscarding (TerrainChunk chunk)
 
override void OnExplosion (int value, int x, int y, int z, float damage)
 
override void Load (ValuesDictionary valuesDictionary)
 
override void Save (ValuesDictionary valuesDictionary)
 
override void Dispose ()
 
void AddExplosive (Point3 point, float timeToExplosion)
 
void RemoveExplosive (Point3 point)
 
- Public 成员函数 继承自 Game.SubsystemBlockBehavior
virtual void OnChunkInitialized (TerrainChunk chunk)
 
virtual void OnBlockGenerated (int value, int x, int y, int z, bool isLoaded)
 
virtual void OnBlockAdded (int value, int oldValue, 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 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 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

SubsystemTerrain m_subsystemTerrain
 
SubsystemParticles m_subsystemParticles
 
SubsystemExplosions m_subsystemExplosions
 
SubsystemFireBlockBehavior m_subsystemFireBlockBehavior
 
SubsystemAudio m_subsystemAudio
 
Random m_random = new()
 
Dictionary< Point3, ExplosiveDatam_explosiveDataByPoint = []
 
Sound m_fuseSound
 

属性

UpdateOrder UpdateOrder [get]
 
override int[] HandledBlocks [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]
 

成员函数说明

◆ AddExplosive()

void Game.SubsystemExplosivesBlockBehavior.AddExplosive ( Point3 point,
float timeToExplosion )
这是这个函数的调用关系图:

◆ Dispose()

override void Game.SubsystemExplosivesBlockBehavior.Dispose ( )

◆ IgniteFuse()

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

◆ Load()

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

◆ OnBlockRemoved()

override void Game.SubsystemExplosivesBlockBehavior.OnBlockRemoved ( int value,
int newValue,
int x,
int y,
int z )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnChunkDiscarding()

override void Game.SubsystemExplosivesBlockBehavior.OnChunkDiscarding ( TerrainChunk chunk)
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnExplosion()

override void Game.SubsystemExplosivesBlockBehavior.OnExplosion ( int value,
int x,
int y,
int z,
float damage )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnNeighborBlockChanged()

override void Game.SubsystemExplosivesBlockBehavior.OnNeighborBlockChanged ( int x,
int y,
int z,
int neighborX,
int neighborY,
int neighborZ )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ RemoveExplosive()

void Game.SubsystemExplosivesBlockBehavior.RemoveExplosive ( Point3 point)
函数调用图:
这是这个函数的调用关系图:

◆ Save()

override void Game.SubsystemExplosivesBlockBehavior.Save ( ValuesDictionary valuesDictionary)

◆ Update()

void Game.SubsystemExplosivesBlockBehavior.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ m_explosiveDataByPoint

Dictionary<Point3, ExplosiveData> Game.SubsystemExplosivesBlockBehavior.m_explosiveDataByPoint = []

◆ m_fuseSound

Sound Game.SubsystemExplosivesBlockBehavior.m_fuseSound

◆ m_random

Random Game.SubsystemExplosivesBlockBehavior.m_random = new()

◆ m_subsystemAudio

SubsystemAudio Game.SubsystemExplosivesBlockBehavior.m_subsystemAudio

◆ m_subsystemExplosions

SubsystemExplosions Game.SubsystemExplosivesBlockBehavior.m_subsystemExplosions

◆ m_subsystemFireBlockBehavior

SubsystemFireBlockBehavior Game.SubsystemExplosivesBlockBehavior.m_subsystemFireBlockBehavior

◆ m_subsystemParticles

SubsystemParticles Game.SubsystemExplosivesBlockBehavior.m_subsystemParticles

◆ m_subsystemTerrain

SubsystemTerrain Game.SubsystemExplosivesBlockBehavior.m_subsystemTerrain

属性说明

◆ HandledBlocks

override int [] Game.SubsystemExplosivesBlockBehavior.HandledBlocks
get

◆ UpdateOrder

UpdateOrder Game.SubsystemExplosivesBlockBehavior.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: