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

class  QueuedAction
 

Public 成员函数

void AdjustPiston (Point3 position, int length)
 
void Update (float dt)
 
override bool OnEditInventoryItem (IInventory inventory, int slotIndex, ComponentPlayer componentPlayer)
 
override bool OnEditBlock (int x, int y, int z, int value, ComponentPlayer componentPlayer)
 
override void OnBlockRemoved (int value, int newValue, int x, int y, int z)
 
override void OnChunkDiscarding (TerrainChunk chunk)
 
override void Load (ValuesDictionary valuesDictionary)
 
void ProcessQueuedActions ()
 
void UpdateMovableBlocks ()
 
bool MovePiston (Point3 position, int length)
 
void StopPiston (Point3 position)
 
void MovingBlocksCollidedWithTerrain (IMovingBlockSet movingBlockSet, Point3 p)
 
void MovingBlocksStopped (IMovingBlockSet movingBlockSet)
 
- Public 成员函数 继承自 Game.SubsystemBlockBehavior
virtual void OnChunkInitialized (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 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 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)
 
- Public 成员函数 继承自 Game.IUpdateable

静态 Public 成员函数

static void GetSpeedAndSmoothness (int pistonSpeed, out float speed, out Vector2 smoothness)
 
static bool IsBlockMovable (int value, int pistonFace, int y, out bool isEnd)
 
static bool IsBlockBlocking (int value)
 

Public 属性

SubsystemTime m_subsystemTime
 
SubsystemTerrain m_subsystemTerrain
 
SubsystemAudio m_subsystemAudio
 
SubsystemMovingBlocks m_subsystemMovingBlocks
 
SubsystemPlayers m_subsystemPlayers
 
bool m_allowPistonHeadRemove
 
Dictionary< Point3, QueuedActionm_actions = []
 
List< KeyValuePair< Point3, QueuedAction > > m_tmpActions = []
 
DynamicArray< MovingBlockm_movingBlocks = []
 

静态 Public 属性

const string IdString = "Piston"
 
const int PistonMaxMovedBlocks = 8
 
const int PistonMaxExtension = 8
 
const int PistonMaxSpeedSetting = 3
 

属性

UpdateOrder UpdateOrder [get]
 
override int[] HandledBlocks [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

◆ AdjustPiston()

void Game.SubsystemPistonBlockBehavior.AdjustPiston ( Point3 position,
int length )

◆ GetSpeedAndSmoothness()

static void Game.SubsystemPistonBlockBehavior.GetSpeedAndSmoothness ( int pistonSpeed,
out float speed,
out Vector2 smoothness )
static
这是这个函数的调用关系图:

◆ IsBlockBlocking()

static bool Game.SubsystemPistonBlockBehavior.IsBlockBlocking ( int value)
static
函数调用图:
这是这个函数的调用关系图:

◆ IsBlockMovable()

static bool Game.SubsystemPistonBlockBehavior.IsBlockMovable ( int value,
int pistonFace,
int y,
out bool isEnd )
static
函数调用图:
这是这个函数的调用关系图:

◆ Load()

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

◆ MovePiston()

bool Game.SubsystemPistonBlockBehavior.MovePiston ( Point3 position,
int length )
函数调用图:
这是这个函数的调用关系图:

◆ MovingBlocksCollidedWithTerrain()

void Game.SubsystemPistonBlockBehavior.MovingBlocksCollidedWithTerrain ( IMovingBlockSet movingBlockSet,
Point3 p )
函数调用图:
这是这个函数的调用关系图:

◆ MovingBlocksStopped()

void Game.SubsystemPistonBlockBehavior.MovingBlocksStopped ( IMovingBlockSet movingBlockSet)
函数调用图:
这是这个函数的调用关系图:

◆ OnBlockRemoved()

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

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnEditBlock()

override bool Game.SubsystemPistonBlockBehavior.OnEditBlock ( int x,
int y,
int z,
int value,
ComponentPlayer componentPlayer )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnEditInventoryItem()

override bool Game.SubsystemPistonBlockBehavior.OnEditInventoryItem ( IInventory inventory,
int slotIndex,
ComponentPlayer componentPlayer )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ ProcessQueuedActions()

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

◆ StopPiston()

void Game.SubsystemPistonBlockBehavior.StopPiston ( Point3 position)
函数调用图:
这是这个函数的调用关系图:

◆ Update()

void Game.SubsystemPistonBlockBehavior.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

◆ UpdateMovableBlocks()

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

类成员变量说明

◆ IdString

const string Game.SubsystemPistonBlockBehavior.IdString = "Piston"
static

◆ m_actions

Dictionary<Point3, QueuedAction> Game.SubsystemPistonBlockBehavior.m_actions = []

◆ m_allowPistonHeadRemove

bool Game.SubsystemPistonBlockBehavior.m_allowPistonHeadRemove

◆ m_movingBlocks

DynamicArray<MovingBlock> Game.SubsystemPistonBlockBehavior.m_movingBlocks = []

◆ m_subsystemAudio

SubsystemAudio Game.SubsystemPistonBlockBehavior.m_subsystemAudio

◆ m_subsystemMovingBlocks

SubsystemMovingBlocks Game.SubsystemPistonBlockBehavior.m_subsystemMovingBlocks

◆ m_subsystemPlayers

SubsystemPlayers Game.SubsystemPistonBlockBehavior.m_subsystemPlayers

◆ m_subsystemTerrain

SubsystemTerrain Game.SubsystemPistonBlockBehavior.m_subsystemTerrain

◆ m_subsystemTime

SubsystemTime Game.SubsystemPistonBlockBehavior.m_subsystemTime

◆ m_tmpActions

List<KeyValuePair<Point3, QueuedAction> > Game.SubsystemPistonBlockBehavior.m_tmpActions = []

◆ PistonMaxExtension

const int Game.SubsystemPistonBlockBehavior.PistonMaxExtension = 8
static

◆ PistonMaxMovedBlocks

const int Game.SubsystemPistonBlockBehavior.PistonMaxMovedBlocks = 8
static

◆ PistonMaxSpeedSetting

const int Game.SubsystemPistonBlockBehavior.PistonMaxSpeedSetting = 3
static

属性说明

◆ HandledBlocks

override int [] Game.SubsystemPistonBlockBehavior.HandledBlocks
get

◆ UpdateOrder

UpdateOrder Game.SubsystemPistonBlockBehavior.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: