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

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, FireDatam_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]
 

成员函数说明

◆ AddFire()

void Game.SubsystemFireBlockBehavior.AddFire ( int x,
int y,
int z,
float expandability )
函数调用图:
这是这个函数的调用关系图:

◆ InitializeFireDataTime()

void Game.SubsystemFireBlockBehavior.InitializeFireDataTime ( FireData fireData,
int face )
函数调用图:
这是这个函数的调用关系图:

◆ InitializeFireDataTimes()

void Game.SubsystemFireBlockBehavior.InitializeFireDataTimes ( FireData fireData)
函数调用图:
这是这个函数的调用关系图:

◆ IsCellOnFire()

bool Game.SubsystemFireBlockBehavior.IsCellOnFire ( 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.SubsystemFireBlockBehavior.Load ( ValuesDictionary valuesDictionary)

◆ OnBlockAdded()

override void Game.SubsystemFireBlockBehavior.OnBlockAdded ( int value,
int oldValue,
int x,
int y,
int z )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnBlockGenerated()

override void Game.SubsystemFireBlockBehavior.OnBlockGenerated ( int value,
int x,
int y,
int z,
bool isLoaded )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnBlockRemoved()

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

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnNeighborBlockChanged()

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

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ QueueBurnAway()

void Game.SubsystemFireBlockBehavior.QueueBurnAway ( int x,
int y,
int z,
float expandability )
这是这个函数的调用关系图:

◆ RemoveFire()

void Game.SubsystemFireBlockBehavior.RemoveFire ( int x,
int y,
int z )
这是这个函数的调用关系图:

◆ SetCellOnFire()

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

◆ Update()

void Game.SubsystemFireBlockBehavior.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ m_copyIndex

int Game.SubsystemFireBlockBehavior.m_copyIndex

◆ m_expansionProbabilities

Dictionary<Point3, float> Game.SubsystemFireBlockBehavior.m_expansionProbabilities = []

◆ m_fireData

Dictionary<Point3, FireData> Game.SubsystemFireBlockBehavior.m_fireData = []

◆ m_firePointsCopy

DynamicArray<Point3> Game.SubsystemFireBlockBehavior.m_firePointsCopy = []

◆ m_fireSoundIntensity

float Game.SubsystemFireBlockBehavior.m_fireSoundIntensity

◆ m_fireSoundVolume

float Game.SubsystemFireBlockBehavior.m_fireSoundVolume

◆ m_lastScanDuration

float Game.SubsystemFireBlockBehavior.m_lastScanDuration

◆ m_lastScanTime

double Game.SubsystemFireBlockBehavior.m_lastScanTime

◆ m_random

Random Game.SubsystemFireBlockBehavior.m_random = new()

◆ m_remainderToScan

float Game.SubsystemFireBlockBehavior.m_remainderToScan

◆ m_subsystemAmbientSounds

SubsystemAmbientSounds Game.SubsystemFireBlockBehavior.m_subsystemAmbientSounds

◆ m_subsystemAudio

SubsystemAudio Game.SubsystemFireBlockBehavior.m_subsystemAudio

◆ m_subsystemParticles

SubsystemParticles Game.SubsystemFireBlockBehavior.m_subsystemParticles

◆ m_subsystemTime

SubsystemTime Game.SubsystemFireBlockBehavior.m_subsystemTime

◆ m_subsystemViews

SubsystemGameWidgets Game.SubsystemFireBlockBehavior.m_subsystemViews

◆ m_toBurnAway

Dictionary<Point3, float> Game.SubsystemFireBlockBehavior.m_toBurnAway = []

◆ m_toExpand

Dictionary<Point3, float> Game.SubsystemFireBlockBehavior.m_toExpand = []

属性说明

◆ HandledBlocks

override int [] Game.SubsystemFireBlockBehavior.HandledBlocks
get

◆ UpdateOrder

UpdateOrder Game.SubsystemFireBlockBehavior.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: