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

Public 成员函数

override void OnNeighborBlockChanged (int x, int y, int z, int neighborX, int neighborY, int neighborZ)
 该方法进行封装,不再允许覆盖 添加新的放置植物的逻辑: 如果是添加新植物,则建议自己添加新的ModPlantBlockBehavior,只负责属于自己模组的植物的生长 如果是添加新的能种植植物的土质(如黑土),则调整该土质方块的IsSuitableForPlants属性即可
 
override void OnBlockGenerated (int value, int x, int y, int z, bool isLoaded)
 
override void OnPoll (int value, int x, int y, int z, int pollPass)
 
virtual void Grow (int value, int x, int y, int z, int pollPass)
 
override void Load (ValuesDictionary valuesDictionary)
 
void GrowTallGrass (int value, int x, int y, int z, int pollPass)
 
void GrowFlower (int value, int x, int y, int z, int pollPass)
 
void GrowRye (int value, int x, int y, int z, int pollPass)
 
void GrowCotton (int value, int x, int y, int z, int pollPass)
 
void GrowPumpkin (int value, int x, int y, int z, int pollPass)
 
virtual void Lifecycle (int value, int x, int y, int z, bool applyImmediately)
 
- Public 成员函数 继承自 Game.SubsystemPollableBlockBehavior
void OnPoll (int value, int x, int y, int z, int pollPass)
 
- Public 成员函数 继承自 Game.SubsystemBlockBehavior
virtual void OnChunkInitialized (TerrainChunk chunk)
 
virtual void OnChunkDiscarding (TerrainChunk chunk)
 
virtual void OnBlockAdded (int value, int oldValue, int x, int y, int z)
 
virtual void OnBlockRemoved (int value, int newValue, 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 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 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 属性

SubsystemTime m_subsystemTime
 
SubsystemCellChangeQueue m_subsystemCellChangeQueue
 
SubsystemGameInfo m_subsystemGameInfo
 
SubsystemSeasons m_subsystemSeasons
 
SubsystemTerrain m_subsystemTerrain
 
Random m_random = new()
 

属性

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

成员函数说明

◆ Grow()

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

◆ GrowCotton()

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

◆ GrowFlower()

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

◆ GrowPumpkin()

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

◆ GrowRye()

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

◆ GrowTallGrass()

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

◆ Lifecycle()

virtual void Game.SubsystemPlantBlockBehavior.Lifecycle ( int value,
int x,
int y,
int z,
bool applyImmediately )
virtual
这是这个函数的调用关系图:

◆ Load()

override void Game.SubsystemPlantBlockBehavior.Load ( ValuesDictionary valuesDictionary)

◆ OnBlockGenerated()

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

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnNeighborBlockChanged()

override void Game.SubsystemPlantBlockBehavior.OnNeighborBlockChanged ( int x,
int y,
int z,
int neighborX,
int neighborY,
int neighborZ )
sealedvirtual

该方法进行封装,不再允许覆盖 添加新的放置植物的逻辑: 如果是添加新植物,则建议自己添加新的ModPlantBlockBehavior,只负责属于自己模组的植物的生长 如果是添加新的能种植植物的土质(如黑土),则调整该土质方块的IsSuitableForPlants属性即可

参数
x
y
z
neighborX
neighborY
neighborZ

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnPoll()

override void Game.SubsystemPlantBlockBehavior.OnPoll ( int value,
int x,
int y,
int z,
int pollPass )
函数调用图:

类成员变量说明

◆ m_random

Random Game.SubsystemPlantBlockBehavior.m_random = new()

◆ m_subsystemCellChangeQueue

SubsystemCellChangeQueue Game.SubsystemPlantBlockBehavior.m_subsystemCellChangeQueue

◆ m_subsystemGameInfo

SubsystemGameInfo Game.SubsystemPlantBlockBehavior.m_subsystemGameInfo

◆ m_subsystemSeasons

SubsystemSeasons Game.SubsystemPlantBlockBehavior.m_subsystemSeasons

◆ m_subsystemTerrain

SubsystemTerrain Game.SubsystemPlantBlockBehavior.m_subsystemTerrain

◆ m_subsystemTime

SubsystemTime Game.SubsystemPlantBlockBehavior.m_subsystemTime

属性说明

◆ HandledBlocks

override int [] Game.SubsystemPlantBlockBehavior.HandledBlocks
get

该类的文档由以下文件生成: