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Game.SubsystemFurnitureBlockBehavior 成员列表

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

AddDesign(int index, FurnitureDesign design)Game.SubsystemFurnitureBlockBehavior
AddParticleSystems(int value, int x, int y, int z)Game.SubsystemFurnitureBlockBehavior
AddTerrainFurniture(int value)Game.SubsystemFurnitureBlockBehavior
AddToFurnitureSet(FurnitureDesign design, FurnitureSet furnitureSet)Game.SubsystemFurnitureBlockBehavior
DeleteFurnitureSet(FurnitureSet furnitureSet)Game.SubsystemFurnitureBlockBehavior
FindMatchingDesign(FurnitureDesign design)Game.SubsystemFurnitureBlockBehavior
FindMatchingDesignChain(FurnitureDesign design)Game.SubsystemFurnitureBlockBehavior
fNameGame.SubsystemFurnitureBlockBehaviorstatic
FurnitureSetsGame.SubsystemFurnitureBlockBehavior
GarbageCollectDesigns()Game.SubsystemFurnitureBlockBehavior
GarbageCollectDesigns(ReadOnlyList< ScannedItemData > allExistingItems)Game.SubsystemFurnitureBlockBehavior
GetDesign(int index)Game.SubsystemFurnitureBlockBehavior
GetFurnitureSetDesigns(FurnitureSet furnitureSet)Game.SubsystemFurnitureBlockBehavior
GetProcessInventoryItemCapacity(IInventory inventory, int slotIndex, int value)Game.SubsystemBlockBehaviorvirtual
HandledBlocksGame.SubsystemFurnitureBlockBehavior
IsValueAllowed(int value)Game.SubsystemFurnitureBlockBehaviorstatic
IsValueDisallowed(int value)Game.SubsystemFurnitureBlockBehaviorstatic
Load(ValuesDictionary valuesDictionary)Game.SubsystemFurnitureBlockBehavior
LoadFurnitureDesigns(SubsystemTerrain subsystemTerrain, ValuesDictionary valuesDictionary)Game.SubsystemFurnitureBlockBehaviorstatic
m_furnitureDesignsGame.SubsystemFurnitureBlockBehavior
m_furnitureSetsGame.SubsystemFurnitureBlockBehavior
m_particleSystemsByCellGame.SubsystemFurnitureBlockBehavior
m_subsystemAudioGame.SubsystemFurnitureBlockBehavior
m_subsystemGameInfoGame.SubsystemFurnitureBlockBehavior
m_subsystemItemsScannerGame.SubsystemFurnitureBlockBehavior
m_subsystemParticlesGame.SubsystemFurnitureBlockBehavior
m_subsystemPickablesGame.SubsystemFurnitureBlockBehavior
m_subsystemSoundMaterialsGame.SubsystemFurnitureBlockBehavior
MaxFurnitureSetNameLengthGame.SubsystemFurnitureBlockBehaviorstatic
MoveFurnitureSet(FurnitureSet furnitureSet, int move)Game.SubsystemFurnitureBlockBehavior
NewFurnitureSet(string name, string importedFrom)Game.SubsystemFurnitureBlockBehavior
OnAim(Ray3 aim, ComponentMiner componentMiner, AimState state)Game.SubsystemBlockBehaviorvirtual
OnBlockAdded(int value, int oldValue, int x, int y, int z)Game.SubsystemFurnitureBlockBehaviorvirtual
OnBlockGenerated(int value, int x, int y, int z, bool isLoaded)Game.SubsystemFurnitureBlockBehaviorvirtual
OnBlockModified(int value, int oldValue, int x, int y, int z)Game.SubsystemFurnitureBlockBehaviorvirtual
OnBlockRemoved(int value, int newValue, int x, int y, int z)Game.SubsystemFurnitureBlockBehaviorvirtual
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.SubsystemFurnitureBlockBehaviorvirtual
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.SubsystemFurnitureBlockBehaviorvirtual
Game::SubsystemBlockBehavior.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.SubsystemBlockBehaviorvirtual
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
RemoveParticleSystems(int x, int y, int z)Game.SubsystemFurnitureBlockBehavior
RemoveTerrainFurniture(int value)Game.SubsystemFurnitureBlockBehavior
Save(ValuesDictionary valuesDictionary)Game.SubsystemFurnitureBlockBehavior
SaveFurnitureDesigns(ValuesDictionary valuesDictionary, ICollection< FurnitureDesign > designs)Game.SubsystemFurnitureBlockBehaviorstatic
ScanDesign(CellFace start, Vector3 direction, ComponentMiner componentMiner)Game.SubsystemFurnitureBlockBehavior
SubsystemTerrainGame.SubsystemBlockBehavior
SwitchToNextState(int x, int y, int z, bool playSound)Game.SubsystemFurnitureBlockBehavior
TryAddDesign(FurnitureDesign design)Game.SubsystemFurnitureBlockBehavior
TryAddDesignChain(FurnitureDesign design, bool garbageCollectIfNeeded)Game.SubsystemFurnitureBlockBehavior