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My Project v1
Project
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类 | |
| class | FireData |
Public 成员函数 | |
| bool | IsCellOnFire (int x, int y, int z) |
| bool | SetCellOnFire (int x, int y, int z, float fireExpandability) |
| void | Update (float dt) |
| override void | OnNeighborBlockChanged (int x, int y, int z, int neighborX, int neighborY, int neighborZ) |
| override void | OnBlockAdded (int value, int oldValue, int x, int y, int z) |
| override void | OnBlockRemoved (int value, int newValue, int x, int y, int z) |
| override void | OnBlockGenerated (int value, int x, int y, int z, bool isLoaded) |
| override void | OnChunkDiscarding (TerrainChunk chunk) |
| override void | Load (ValuesDictionary valuesDictionary) |
| void | AddFire (int x, int y, int z, float expandability) |
| void | RemoveFire (int x, int y, int z) |
| void | InitializeFireDataTimes (FireData fireData) |
| void | InitializeFireDataTime (FireData fireData, int face) |
| void | QueueBurnAway (int x, int y, int z, float expandability) |
Public 成员函数 继承自 Game.SubsystemBlockBehavior | |
| virtual void | OnChunkInitialized (TerrainChunk chunk) |
| 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 | OnExplosion (int value, int x, int y, int z, float damage) |
| 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 | |
| SubsystemTime | m_subsystemTime |
| SubsystemGameWidgets | m_subsystemViews |
| SubsystemParticles | m_subsystemParticles |
| SubsystemAudio | m_subsystemAudio |
| SubsystemAmbientSounds | m_subsystemAmbientSounds |
| Dictionary< Point3, float > | m_expansionProbabilities = [] |
| Dictionary< Point3, FireData > | m_fireData = [] |
| DynamicArray< Point3 > | m_firePointsCopy = [] |
| Dictionary< Point3, float > | m_toBurnAway = [] |
| Dictionary< Point3, float > | m_toExpand = [] |
| int | m_copyIndex |
| float | m_remainderToScan |
| double | m_lastScanTime |
| float | m_lastScanDuration |
| Random | m_random = new() |
| float | m_fireSoundVolume |
| float | m_fireSoundIntensity |
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] |
| void Game.SubsystemFireBlockBehavior.AddFire | ( | int | x, |
| int | y, | ||
| int | z, | ||
| float | expandability ) |


| void Game.SubsystemFireBlockBehavior.InitializeFireDataTime | ( | FireData | fireData, |
| int | face ) |


| void Game.SubsystemFireBlockBehavior.InitializeFireDataTimes | ( | FireData | fireData | ) |


| bool Game.SubsystemFireBlockBehavior.IsCellOnFire | ( | int | x, |
| int | y, | ||
| int | z ) |


| override void Game.SubsystemFireBlockBehavior.Load | ( | ValuesDictionary | valuesDictionary | ) |
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| void Game.SubsystemFireBlockBehavior.QueueBurnAway | ( | int | x, |
| int | y, | ||
| int | z, | ||
| float | expandability ) |

| void Game.SubsystemFireBlockBehavior.RemoveFire | ( | int | x, |
| int | y, | ||
| int | z ) |

| bool Game.SubsystemFireBlockBehavior.SetCellOnFire | ( | int | x, |
| int | y, | ||
| int | z, | ||
| float | fireExpandability ) |


| void Game.SubsystemFireBlockBehavior.Update | ( | float | dt | ) |
| int Game.SubsystemFireBlockBehavior.m_copyIndex |
| Dictionary<Point3, float> Game.SubsystemFireBlockBehavior.m_expansionProbabilities = [] |
| Dictionary<Point3, FireData> Game.SubsystemFireBlockBehavior.m_fireData = [] |
| DynamicArray<Point3> Game.SubsystemFireBlockBehavior.m_firePointsCopy = [] |
| float Game.SubsystemFireBlockBehavior.m_fireSoundIntensity |
| float Game.SubsystemFireBlockBehavior.m_fireSoundVolume |
| float Game.SubsystemFireBlockBehavior.m_lastScanDuration |
| double Game.SubsystemFireBlockBehavior.m_lastScanTime |
| Random Game.SubsystemFireBlockBehavior.m_random = new() |
| float Game.SubsystemFireBlockBehavior.m_remainderToScan |
| SubsystemAmbientSounds Game.SubsystemFireBlockBehavior.m_subsystemAmbientSounds |
| SubsystemAudio Game.SubsystemFireBlockBehavior.m_subsystemAudio |
| SubsystemParticles Game.SubsystemFireBlockBehavior.m_subsystemParticles |
| SubsystemTime Game.SubsystemFireBlockBehavior.m_subsystemTime |
| SubsystemGameWidgets Game.SubsystemFireBlockBehavior.m_subsystemViews |
| Dictionary<Point3, float> Game.SubsystemFireBlockBehavior.m_toBurnAway = [] |
| Dictionary<Point3, float> Game.SubsystemFireBlockBehavior.m_toExpand = [] |
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实现了 Game.IUpdateable.