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Game.SubsystemFireBlockBehavior 成员列表

成员的完整列表,这些成员属于 Game.SubsystemFireBlockBehavior,包括所有继承而来的类成员

AddFire(int x, int y, int z, float expandability)Game.SubsystemFireBlockBehavior
FloatUpdateOrderGame.IUpdateable
GetProcessInventoryItemCapacity(IInventory inventory, int slotIndex, int value)Game.SubsystemBlockBehaviorvirtual
HandledBlocksGame.SubsystemFireBlockBehavior
InitializeFireDataTime(FireData fireData, int face)Game.SubsystemFireBlockBehavior
InitializeFireDataTimes(FireData fireData)Game.SubsystemFireBlockBehavior
IsCellOnFire(int x, int y, int z)Game.SubsystemFireBlockBehavior
Load(ValuesDictionary valuesDictionary)Game.SubsystemFireBlockBehavior
m_copyIndexGame.SubsystemFireBlockBehavior
m_expansionProbabilitiesGame.SubsystemFireBlockBehavior
m_fireDataGame.SubsystemFireBlockBehavior
m_firePointsCopyGame.SubsystemFireBlockBehavior
m_fireSoundIntensityGame.SubsystemFireBlockBehavior
m_fireSoundVolumeGame.SubsystemFireBlockBehavior
m_lastScanDurationGame.SubsystemFireBlockBehavior
m_lastScanTimeGame.SubsystemFireBlockBehavior
m_randomGame.SubsystemFireBlockBehavior
m_remainderToScanGame.SubsystemFireBlockBehavior
m_subsystemAmbientSoundsGame.SubsystemFireBlockBehavior
m_subsystemAudioGame.SubsystemFireBlockBehavior
m_subsystemParticlesGame.SubsystemFireBlockBehavior
m_subsystemTimeGame.SubsystemFireBlockBehavior
m_subsystemViewsGame.SubsystemFireBlockBehavior
m_toBurnAwayGame.SubsystemFireBlockBehavior
m_toExpandGame.SubsystemFireBlockBehavior
OnAim(Ray3 aim, ComponentMiner componentMiner, AimState state)Game.SubsystemBlockBehaviorvirtual
OnBlockAdded(int value, int oldValue, int x, int y, int z)Game.SubsystemFireBlockBehaviorvirtual
OnBlockGenerated(int value, int x, int y, int z, bool isLoaded)Game.SubsystemFireBlockBehaviorvirtual
OnBlockModified(int value, int oldValue, int x, int y, int z)Game.SubsystemBlockBehaviorvirtual
OnBlockRemoved(int value, int newValue, int x, int y, int z)Game.SubsystemFireBlockBehaviorvirtual
OnBlockStartMoving(int value, int newValue, int x, int y, int z, MovingBlock movingBlock)Game.SubsystemBlockBehaviorvirtual
OnBlockStopMoving(int value, int oldValue, int x, int y, int z, MovingBlock movingBlock)Game.SubsystemBlockBehaviorvirtual
OnChunkDiscarding(TerrainChunk chunk)Game.SubsystemFireBlockBehaviorvirtual
OnChunkInitialized(TerrainChunk chunk)Game.SubsystemBlockBehaviorvirtual
OnCollide(CellFace cellFace, float velocity, ComponentBody componentBody)Game.SubsystemBlockBehaviorvirtual
OnEditBlock(int x, int y, int z, int value, ComponentPlayer componentPlayer)Game.SubsystemBlockBehaviorvirtual
OnEditInventoryItem(IInventory inventory, int slotIndex, ComponentPlayer componentPlayer)Game.SubsystemBlockBehaviorvirtual
OnExplosion(int value, int x, int y, int z, float damage)Game.SubsystemBlockBehaviorvirtual
OnFiredAsProjectile(Projectile projectile)Game.SubsystemBlockBehaviorvirtual
OnHitAsProjectile(CellFace? cellFace, ComponentBody componentBody, WorldItem worldItem)Game.SubsystemBlockBehaviorvirtual
OnHitByProjectile(CellFace cellFace, WorldItem worldItem)Game.SubsystemBlockBehaviorvirtual
OnHitByProjectile(MovingBlock movingBlock, WorldItem worldItem)Game.SubsystemBlockBehaviorvirtual
OnInteract(TerrainRaycastResult raycastResult, ComponentMiner componentMiner)Game.SubsystemBlockBehaviorvirtual
OnInteract(MovingBlocksRaycastResult movingBlocksRaycastResult, ComponentMiner componentMiner)Game.SubsystemBlockBehaviorvirtual
OnItemHarvested(int x, int y, int z, int blockValue, ref BlockDropValue dropValue, ref int newBlockValue)Game.SubsystemBlockBehaviorvirtual
OnItemPlaced(int x, int y, int z, ref BlockPlacementData placementData, int itemValue)Game.SubsystemBlockBehaviorvirtual
OnNeighborBlockChanged(int x, int y, int z, int neighborX, int neighborY, int neighborZ)Game.SubsystemFireBlockBehaviorvirtual
OnPickableGathered(Pickable pickable, ComponentPickableGatherer target, Vector3 distanceToTarget)Game.SubsystemBlockBehaviorvirtual
OnUse(Ray3 ray, ComponentMiner componentMiner)Game.SubsystemBlockBehaviorvirtual
ProcessInventoryItem(IInventory inventory, int slotIndex, int value, int count, int processCount, out int processedValue, out int processedCount)Game.SubsystemBlockBehaviorvirtual
QueueBurnAway(int x, int y, int z, float expandability)Game.SubsystemFireBlockBehavior
RemoveFire(int x, int y, int z)Game.SubsystemFireBlockBehavior
SetCellOnFire(int x, int y, int z, float fireExpandability)Game.SubsystemFireBlockBehavior
SubsystemTerrainGame.SubsystemBlockBehavior
Update(float dt)Game.SubsystemFireBlockBehavior
UpdateOrderGame.SubsystemFireBlockBehavior