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My Project v1
Project
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Public 成员函数 | |
| FurnitureDesign | GetDesign (int index) |
| FurnitureDesign | FindMatchingDesign (FurnitureDesign design) |
| FurnitureDesign | FindMatchingDesignChain (FurnitureDesign design) |
| FurnitureDesign | TryAddDesign (FurnitureDesign design) |
| FurnitureDesign | TryAddDesignChain (FurnitureDesign design, bool garbageCollectIfNeeded) |
| void | ScanDesign (CellFace start, Vector3 direction, ComponentMiner componentMiner) |
| void | SwitchToNextState (int x, int y, int z, bool playSound) |
| void | GarbageCollectDesigns () |
| FurnitureSet | NewFurnitureSet (string name, string importedFrom) |
| void | DeleteFurnitureSet (FurnitureSet furnitureSet) |
| void | MoveFurnitureSet (FurnitureSet furnitureSet, int move) |
| void | AddToFurnitureSet (FurnitureDesign design, FurnitureSet furnitureSet) |
| IEnumerable< FurnitureDesign > | GetFurnitureSetDesigns (FurnitureSet furnitureSet) |
| 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 | OnBlockModified (int value, int oldValue, 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 bool | OnInteract (TerrainRaycastResult raycastResult, ComponentMiner componentMiner) |
| override void | Load (ValuesDictionary valuesDictionary) |
| override void | Save (ValuesDictionary valuesDictionary) |
| void | AddDesign (int index, FurnitureDesign design) |
| void | AddTerrainFurniture (int value) |
| void | RemoveTerrainFurniture (int value) |
| void | GarbageCollectDesigns (ReadOnlyList< ScannedItemData > allExistingItems) |
| void | AddParticleSystems (int value, int x, int y, int z) |
| void | RemoveParticleSystems (int x, int y, int z) |
Public 成员函数 继承自 Game.SubsystemBlockBehavior | |
| virtual void | OnChunkInitialized (TerrainChunk chunk) |
| 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 (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) |
静态 Public 成员函数 | |
| static List< FurnitureDesign > | LoadFurnitureDesigns (SubsystemTerrain subsystemTerrain, ValuesDictionary valuesDictionary) |
| static void | SaveFurnitureDesigns (ValuesDictionary valuesDictionary, ICollection< FurnitureDesign > designs) |
| static bool | IsValueAllowed (int value) |
| static bool | IsValueDisallowed (int value) |
静态 Public 属性 | |
| const int | MaxFurnitureSetNameLength = 64 |
| static string | fName = "SubsystemFurnitureBlockBehavior" |
属性 | |
| override int[] | HandledBlocks [get] |
| ReadOnlyList< FurnitureSet > | FurnitureSets [get] |
属性 继承自 Game.SubsystemBlockBehavior | |
| virtual int[] | HandledBlocks [get] |
| SubsystemTerrain | SubsystemTerrain [get, set] |
| void Game.SubsystemFurnitureBlockBehavior.AddDesign | ( | int | index, |
| FurnitureDesign | design ) |

| void Game.SubsystemFurnitureBlockBehavior.AddParticleSystems | ( | int | value, |
| int | x, | ||
| int | y, | ||
| int | z ) |


| void Game.SubsystemFurnitureBlockBehavior.AddTerrainFurniture | ( | int | value | ) |


| void Game.SubsystemFurnitureBlockBehavior.AddToFurnitureSet | ( | FurnitureDesign | design, |
| FurnitureSet | furnitureSet ) |


| void Game.SubsystemFurnitureBlockBehavior.DeleteFurnitureSet | ( | FurnitureSet | furnitureSet | ) |


| FurnitureDesign Game.SubsystemFurnitureBlockBehavior.FindMatchingDesign | ( | FurnitureDesign | design | ) |

| FurnitureDesign Game.SubsystemFurnitureBlockBehavior.FindMatchingDesignChain | ( | FurnitureDesign | design | ) |


| void Game.SubsystemFurnitureBlockBehavior.GarbageCollectDesigns | ( | ) |


| void Game.SubsystemFurnitureBlockBehavior.GarbageCollectDesigns | ( | ReadOnlyList< ScannedItemData > | allExistingItems | ) |

| FurnitureDesign Game.SubsystemFurnitureBlockBehavior.GetDesign | ( | int | index | ) |

| IEnumerable< FurnitureDesign > Game.SubsystemFurnitureBlockBehavior.GetFurnitureSetDesigns | ( | FurnitureSet | furnitureSet | ) |

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| override void Game.SubsystemFurnitureBlockBehavior.Load | ( | ValuesDictionary | valuesDictionary | ) |

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| void Game.SubsystemFurnitureBlockBehavior.MoveFurnitureSet | ( | FurnitureSet | furnitureSet, |
| int | move ) |

| FurnitureSet Game.SubsystemFurnitureBlockBehavior.NewFurnitureSet | ( | string | name, |
| string | importedFrom ) |

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| void Game.SubsystemFurnitureBlockBehavior.RemoveParticleSystems | ( | int | x, |
| int | y, | ||
| int | z ) |

| void Game.SubsystemFurnitureBlockBehavior.RemoveTerrainFurniture | ( | int | value | ) |


| override void Game.SubsystemFurnitureBlockBehavior.Save | ( | ValuesDictionary | valuesDictionary | ) |

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| void Game.SubsystemFurnitureBlockBehavior.ScanDesign | ( | CellFace | start, |
| Vector3 | direction, | ||
| ComponentMiner | componentMiner ) |


| void Game.SubsystemFurnitureBlockBehavior.SwitchToNextState | ( | int | x, |
| int | y, | ||
| int | z, | ||
| bool | playSound ) |


| FurnitureDesign Game.SubsystemFurnitureBlockBehavior.TryAddDesign | ( | FurnitureDesign | design | ) |


| FurnitureDesign Game.SubsystemFurnitureBlockBehavior.TryAddDesignChain | ( | FurnitureDesign | design, |
| bool | garbageCollectIfNeeded ) |


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| FurnitureDesign [] Game.SubsystemFurnitureBlockBehavior.m_furnitureDesigns = new FurnitureDesign[FurnitureDesign.maxDesign] |
| List<FurnitureSet> Game.SubsystemFurnitureBlockBehavior.m_furnitureSets = [] |
| Dictionary<Point3, List<FireParticleSystem> > Game.SubsystemFurnitureBlockBehavior.m_particleSystemsByCell = [] |
| SubsystemAudio Game.SubsystemFurnitureBlockBehavior.m_subsystemAudio |
| SubsystemGameInfo Game.SubsystemFurnitureBlockBehavior.m_subsystemGameInfo |
| SubsystemItemsScanner Game.SubsystemFurnitureBlockBehavior.m_subsystemItemsScanner |
| SubsystemParticles Game.SubsystemFurnitureBlockBehavior.m_subsystemParticles |
| SubsystemPickables Game.SubsystemFurnitureBlockBehavior.m_subsystemPickables |
| SubsystemSoundMaterials Game.SubsystemFurnitureBlockBehavior.m_subsystemSoundMaterials |
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