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

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< FurnitureDesignGetFurnitureSetDesigns (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< FurnitureDesignLoadFurnitureDesigns (SubsystemTerrain subsystemTerrain, ValuesDictionary valuesDictionary)
 
static void SaveFurnitureDesigns (ValuesDictionary valuesDictionary, ICollection< FurnitureDesign > designs)
 
static bool IsValueAllowed (int value)
 
static bool IsValueDisallowed (int value)
 

Public 属性

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

静态 Public 属性

const int MaxFurnitureSetNameLength = 64
 
static string fName = "SubsystemFurnitureBlockBehavior"
 

属性

override int[] HandledBlocks [get]
 
ReadOnlyList< FurnitureSetFurnitureSets [get]
 
- 属性 继承自 Game.SubsystemBlockBehavior
virtual int[] HandledBlocks [get]
 
SubsystemTerrain SubsystemTerrain [get, set]
 

成员函数说明

◆ AddDesign()

void Game.SubsystemFurnitureBlockBehavior.AddDesign ( int index,
FurnitureDesign design )
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◆ AddParticleSystems()

void Game.SubsystemFurnitureBlockBehavior.AddParticleSystems ( int value,
int x,
int y,
int z )
函数调用图:
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◆ AddTerrainFurniture()

void Game.SubsystemFurnitureBlockBehavior.AddTerrainFurniture ( int value)
函数调用图:
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◆ AddToFurnitureSet()

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

void Game.SubsystemFurnitureBlockBehavior.DeleteFurnitureSet ( FurnitureSet furnitureSet)
函数调用图:
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◆ FindMatchingDesign()

FurnitureDesign Game.SubsystemFurnitureBlockBehavior.FindMatchingDesign ( FurnitureDesign design)
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◆ FindMatchingDesignChain()

FurnitureDesign Game.SubsystemFurnitureBlockBehavior.FindMatchingDesignChain ( FurnitureDesign design)
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◆ GarbageCollectDesigns() [1/2]

void Game.SubsystemFurnitureBlockBehavior.GarbageCollectDesigns ( )
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◆ GarbageCollectDesigns() [2/2]

void Game.SubsystemFurnitureBlockBehavior.GarbageCollectDesigns ( ReadOnlyList< ScannedItemData > allExistingItems)
函数调用图:

◆ GetDesign()

FurnitureDesign Game.SubsystemFurnitureBlockBehavior.GetDesign ( int index)
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◆ GetFurnitureSetDesigns()

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

static bool Game.SubsystemFurnitureBlockBehavior.IsValueAllowed ( int value)
static
函数调用图:
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◆ IsValueDisallowed()

static bool Game.SubsystemFurnitureBlockBehavior.IsValueDisallowed ( int value)
static
函数调用图:
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◆ Load()

override void Game.SubsystemFurnitureBlockBehavior.Load ( ValuesDictionary valuesDictionary)
函数调用图:

◆ LoadFurnitureDesigns()

static List< FurnitureDesign > Game.SubsystemFurnitureBlockBehavior.LoadFurnitureDesigns ( SubsystemTerrain subsystemTerrain,
ValuesDictionary valuesDictionary )
static
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◆ MoveFurnitureSet()

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

FurnitureSet Game.SubsystemFurnitureBlockBehavior.NewFurnitureSet ( string name,
string importedFrom )
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◆ OnBlockAdded()

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

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnBlockModified()

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

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnBlockRemoved()

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

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnInteract()

override bool Game.SubsystemFurnitureBlockBehavior.OnInteract ( TerrainRaycastResult raycastResult,
ComponentMiner componentMiner )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ RemoveParticleSystems()

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

void Game.SubsystemFurnitureBlockBehavior.RemoveTerrainFurniture ( int value)
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◆ Save()

override void Game.SubsystemFurnitureBlockBehavior.Save ( ValuesDictionary valuesDictionary)
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◆ SaveFurnitureDesigns()

static void Game.SubsystemFurnitureBlockBehavior.SaveFurnitureDesigns ( ValuesDictionary valuesDictionary,
ICollection< FurnitureDesign > designs )
static
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◆ ScanDesign()

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

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

FurnitureDesign Game.SubsystemFurnitureBlockBehavior.TryAddDesign ( FurnitureDesign design)
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◆ TryAddDesignChain()

FurnitureDesign Game.SubsystemFurnitureBlockBehavior.TryAddDesignChain ( FurnitureDesign design,
bool garbageCollectIfNeeded )
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类成员变量说明

◆ fName

string Game.SubsystemFurnitureBlockBehavior.fName = "SubsystemFurnitureBlockBehavior"
static

◆ m_furnitureDesigns

FurnitureDesign [] Game.SubsystemFurnitureBlockBehavior.m_furnitureDesigns = new FurnitureDesign[FurnitureDesign.maxDesign]

◆ m_furnitureSets

List<FurnitureSet> Game.SubsystemFurnitureBlockBehavior.m_furnitureSets = []

◆ m_particleSystemsByCell

Dictionary<Point3, List<FireParticleSystem> > Game.SubsystemFurnitureBlockBehavior.m_particleSystemsByCell = []

◆ m_subsystemAudio

SubsystemAudio Game.SubsystemFurnitureBlockBehavior.m_subsystemAudio

◆ m_subsystemGameInfo

SubsystemGameInfo Game.SubsystemFurnitureBlockBehavior.m_subsystemGameInfo

◆ m_subsystemItemsScanner

SubsystemItemsScanner Game.SubsystemFurnitureBlockBehavior.m_subsystemItemsScanner

◆ m_subsystemParticles

SubsystemParticles Game.SubsystemFurnitureBlockBehavior.m_subsystemParticles

◆ m_subsystemPickables

SubsystemPickables Game.SubsystemFurnitureBlockBehavior.m_subsystemPickables

◆ m_subsystemSoundMaterials

SubsystemSoundMaterials Game.SubsystemFurnitureBlockBehavior.m_subsystemSoundMaterials

◆ MaxFurnitureSetNameLength

const int Game.SubsystemFurnitureBlockBehavior.MaxFurnitureSetNameLength = 64
static

属性说明

◆ FurnitureSets

ReadOnlyList<FurnitureSet> Game.SubsystemFurnitureBlockBehavior.FurnitureSets
get

◆ HandledBlocks

override int [] Game.SubsystemFurnitureBlockBehavior.HandledBlocks
get

该类的文档由以下文件生成: