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

Public 成员函数

void ExplodeFireworks (Vector3 position, int data)
 
override void OnFiredAsProjectile (Projectile projectile)
 
override bool OnHitAsProjectile (CellFace? cellFace, ComponentBody componentBody, WorldItem worldItem)
 
override void Load (ValuesDictionary valuesDictionary)
 
void Update (float dt)
 
- Public 成员函数 继承自 Game.SubsystemBlockBehavior
virtual void OnChunkInitialized (TerrainChunk chunk)
 
virtual void OnChunkDiscarding (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 OnBlockRemoved (int value, int newValue, 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 void OnNeighborBlockChanged (int x, int y, int z, int neighborX, int neighborY, int neighborZ)
 
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 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
 
SubsystemProjectiles m_subsystemProjectiles
 
SubsystemParticles m_subsystemParticles
 
SubsystemAudio m_subsystemAudio
 
SubsystemNoise m_subsystemNoise
 
SubsystemTime m_subsystemTime
 
SubsystemSky m_subsystemSky
 
SubsystemPlayers m_subsystemPlayers
 
Random m_random = new()
 
float m_newYearCelebrationTimeRemaining
 

静态 Public 属性

const string fName = "SubsystemFireworksBlockBehavior"
 

属性

override int[] HandledBlocks [get]
 
UpdateOrder UpdateOrder [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

◆ ExplodeFireworks()

void Game.SubsystemFireworksBlockBehavior.ExplodeFireworks ( Vector3 position,
int data )
函数调用图:

◆ Load()

override void Game.SubsystemFireworksBlockBehavior.Load ( ValuesDictionary valuesDictionary)

◆ OnFiredAsProjectile()

override void Game.SubsystemFireworksBlockBehavior.OnFiredAsProjectile ( Projectile projectile)
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnHitAsProjectile()

override bool Game.SubsystemFireworksBlockBehavior.OnHitAsProjectile ( CellFace? cellFace,
ComponentBody componentBody,
WorldItem worldItem )
virtual

◆ Update()

void Game.SubsystemFireworksBlockBehavior.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ fName

const string Game.SubsystemFireworksBlockBehavior.fName = "SubsystemFireworksBlockBehavior"
static

◆ m_newYearCelebrationTimeRemaining

float Game.SubsystemFireworksBlockBehavior.m_newYearCelebrationTimeRemaining

◆ m_random

Random Game.SubsystemFireworksBlockBehavior.m_random = new()

◆ m_subsystemAudio

SubsystemAudio Game.SubsystemFireworksBlockBehavior.m_subsystemAudio

◆ m_subsystemNoise

SubsystemNoise Game.SubsystemFireworksBlockBehavior.m_subsystemNoise

◆ m_subsystemParticles

SubsystemParticles Game.SubsystemFireworksBlockBehavior.m_subsystemParticles

◆ m_subsystemPlayers

SubsystemPlayers Game.SubsystemFireworksBlockBehavior.m_subsystemPlayers

◆ m_subsystemProjectiles

SubsystemProjectiles Game.SubsystemFireworksBlockBehavior.m_subsystemProjectiles

◆ m_subsystemSky

SubsystemSky Game.SubsystemFireworksBlockBehavior.m_subsystemSky

◆ m_subsystemTerrain

SubsystemTerrain Game.SubsystemFireworksBlockBehavior.m_subsystemTerrain

◆ m_subsystemTime

SubsystemTime Game.SubsystemFireworksBlockBehavior.m_subsystemTime

属性说明

◆ HandledBlocks

override int [] Game.SubsystemFireworksBlockBehavior.HandledBlocks
get

◆ UpdateOrder

UpdateOrder Game.SubsystemFireworksBlockBehavior.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: