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Game.SubsystemFluidBlockBehaviorabstract
类 Game.SubsystemFluidBlockBehavior 继承关系图:
Game.SubsystemFluidBlockBehavior 的协作图:

Public 成员函数

 SubsystemFluidBlockBehavior (FluidBlock fluidBlock, bool generateSources)
 
void UpdateIsTop (int value, int x, int y, int z)
 
override void OnBlockAdded (int value, int oldValue, int x, int y, int z)
 
override void OnBlockModified (int value, int oldValue, int x, int y, int z)
 
override void OnNeighborBlockChanged (int x, int y, int z, int neighborX, int neighborY, int neighborZ)
 
override void OnItemHarvested (int x, int y, int z, int blockValue, ref BlockDropValue dropValue, ref int newBlockValue)
 
float? GetSurfaceHeight (int x, int y, int z, out FluidBlock surfaceFluidBlock)
 
float? GetSurfaceHeight (int x, int y, int z)
 
Vector2? CalculateFlowSpeed (int x, int y, int z, out FluidBlock surfaceBlock, out float? surfaceHeight)
 
Vector2? CalculateFlowSpeed (int x, int y, int z)
 
override void Load (ValuesDictionary valuesDictionary)
 
void SpreadFluid ()
 
virtual bool OnFluidInteract (int interactValue, int x, int y, int z, int fluidValue)
 
float? CalculateDistanceToFluid (Vector3 p, int radius, bool flowingFluidOnly)
 
void Set (int x, int y, int z, int value)
 
void FlowTo (int x, int y, int z, int level)
 
int LevelAtNearestFall (int x, int y, int z, int level, Dictionary< Point3, int > levels)
 
- 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 OnBlockRemoved (int value, int newValue, 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 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 属性

FluidBlock m_fluidBlock
 
Dictionary< Point3, bool > m_toUpdate = []
 
Dictionary< Point3, int > m_toSet = []
 
Dictionary< Point3, int > m_visited = []
 
Dictionary< Point3, Vector2 > m_fluidRandomFlowDirections = []
 
bool m_generateSources
 

静态 Public 属性

static Point2[] m_sideNeighbors
 

属性

SubsystemTime SubsystemTime [get, set]
 
SubsystemAudio SubsystemAudio [get, set]
 
SubsystemAmbientSounds SubsystemAmbientSounds [get, set]
 
- 属性 继承自 Game.SubsystemBlockBehavior
virtual int[] HandledBlocks [get]
 
SubsystemTerrain SubsystemTerrain [get, set]
 

构造及析构函数说明

◆ SubsystemFluidBlockBehavior()

Game.SubsystemFluidBlockBehavior.SubsystemFluidBlockBehavior ( FluidBlock fluidBlock,
bool generateSources )

成员函数说明

◆ CalculateDistanceToFluid()

float? Game.SubsystemFluidBlockBehavior.CalculateDistanceToFluid ( Vector3 p,
int radius,
bool flowingFluidOnly )
函数调用图:
这是这个函数的调用关系图:

◆ CalculateFlowSpeed() [1/2]

Vector2? Game.SubsystemFluidBlockBehavior.CalculateFlowSpeed ( int x,
int y,
int z )
函数调用图:

◆ CalculateFlowSpeed() [2/2]

Vector2? Game.SubsystemFluidBlockBehavior.CalculateFlowSpeed ( int x,
int y,
int z,
out FluidBlock surfaceBlock,
out float? surfaceHeight )
函数调用图:
这是这个函数的调用关系图:

◆ FlowTo()

void Game.SubsystemFluidBlockBehavior.FlowTo ( int x,
int y,
int z,
int level )
函数调用图:
这是这个函数的调用关系图:

◆ GetSurfaceHeight() [1/2]

float? Game.SubsystemFluidBlockBehavior.GetSurfaceHeight ( int x,
int y,
int z )
函数调用图:

◆ GetSurfaceHeight() [2/2]

float? Game.SubsystemFluidBlockBehavior.GetSurfaceHeight ( int x,
int y,
int z,
out FluidBlock surfaceFluidBlock )
函数调用图:
这是这个函数的调用关系图:

◆ LevelAtNearestFall()

int Game.SubsystemFluidBlockBehavior.LevelAtNearestFall ( int x,
int y,
int z,
int level,
Dictionary< Point3, int > levels )
函数调用图:
这是这个函数的调用关系图:

◆ Load()

override void Game.SubsystemFluidBlockBehavior.Load ( ValuesDictionary valuesDictionary)

◆ OnBlockAdded()

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

重载 Game.SubsystemBlockBehavior .

Game.SubsystemMagmaBlockBehavior 重载.

函数调用图:

◆ OnBlockModified()

override void Game.SubsystemFluidBlockBehavior.OnBlockModified ( int value,
int oldValue,
int x,
int y,
int z )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnFluidInteract()

virtual bool Game.SubsystemFluidBlockBehavior.OnFluidInteract ( int interactValue,
int x,
int y,
int z,
int fluidValue )
virtual

Game.SubsystemMagmaBlockBehavior , 以及 Game.SubsystemWaterBlockBehavior 重载.

函数调用图:
这是这个函数的调用关系图:

◆ OnItemHarvested()

override void Game.SubsystemFluidBlockBehavior.OnItemHarvested ( int x,
int y,
int z,
int blockValue,
ref BlockDropValue dropValue,
ref int newBlockValue )
virtual

◆ OnNeighborBlockChanged()

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

◆ Set()

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

◆ SpreadFluid()

void Game.SubsystemFluidBlockBehavior.SpreadFluid ( )
函数调用图:
这是这个函数的调用关系图:

◆ UpdateIsTop()

void Game.SubsystemFluidBlockBehavior.UpdateIsTop ( int value,
int x,
int y,
int z )
函数调用图:
这是这个函数的调用关系图:

类成员变量说明

◆ m_fluidBlock

FluidBlock Game.SubsystemFluidBlockBehavior.m_fluidBlock

◆ m_fluidRandomFlowDirections

Dictionary<Point3, Vector2> Game.SubsystemFluidBlockBehavior.m_fluidRandomFlowDirections = []

◆ m_generateSources

bool Game.SubsystemFluidBlockBehavior.m_generateSources

◆ m_sideNeighbors

Point2 [] Game.SubsystemFluidBlockBehavior.m_sideNeighbors
static
初始值:
= new Point2[4]
{
new(-1, 0),
new(1, 0),
new(0, -1),
new(0, 1)
}

◆ m_toSet

Dictionary<Point3, int> Game.SubsystemFluidBlockBehavior.m_toSet = []

◆ m_toUpdate

Dictionary<Point3, bool> Game.SubsystemFluidBlockBehavior.m_toUpdate = []

◆ m_visited

Dictionary<Point3, int> Game.SubsystemFluidBlockBehavior.m_visited = []

属性说明

◆ SubsystemAmbientSounds

SubsystemAmbientSounds Game.SubsystemFluidBlockBehavior.SubsystemAmbientSounds
getset

◆ SubsystemAudio

SubsystemAudio Game.SubsystemFluidBlockBehavior.SubsystemAudio
getset

◆ SubsystemTime

SubsystemTime Game.SubsystemFluidBlockBehavior.SubsystemTime
getset

该类的文档由以下文件生成: