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My Project v1
Project
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Public 成员函数 | |
| bool | IsPlayer (Entity entity) |
| ComponentPlayer | FindNearestPlayer (Vector3 position) |
| void | AddPlayerData (PlayerData playerData) |
| void | RemovePlayerData (PlayerData playerData) |
| void | Update (float dt) |
| override void | Dispose () |
| override void | Load (ValuesDictionary valuesDictionary) |
| override void | Save (ValuesDictionary valuesDictionary) |
| override void | OnEntityAdded (Entity entity) |
| override void | OnEntityRemoved (Entity entity) |
| void | UpdateComponentPlayers () |
Public 成员函数 继承自 Game.IUpdateable | |
Public 属性 | |
| SubsystemTime | m_subsystemTime |
| List< PlayerData > | m_playersData = [] |
| List< ComponentPlayer > | m_componentPlayers = [] |
| int | m_nextPlayerIndex |
| bool | PlayerStartedPlaying = false |
静态 Public 属性 | |
| static int | MaxPlayers = 4 |
属性 | |
| ReadOnlyList< PlayerData > | PlayersData [get] |
| ReadOnlyList< ComponentPlayer > | ComponentPlayers [get] |
| Vector3 | GlobalSpawnPosition [get, set] |
| UpdateOrder | UpdateOrder [get] |
| virtual Action< PlayerData > | PlayerAdded [get, set] |
| virtual Action< PlayerData > | PlayerRemoved [get, set] |
属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
| void Game.SubsystemPlayers.AddPlayerData | ( | PlayerData | playerData | ) |

| override void Game.SubsystemPlayers.Dispose | ( | ) |

| ComponentPlayer Game.SubsystemPlayers.FindNearestPlayer | ( | Vector3 | position | ) |
| bool Game.SubsystemPlayers.IsPlayer | ( | Entity | entity | ) |

| override void Game.SubsystemPlayers.Load | ( | ValuesDictionary | valuesDictionary | ) |
| override void Game.SubsystemPlayers.OnEntityAdded | ( | Entity | entity | ) |

| override void Game.SubsystemPlayers.OnEntityRemoved | ( | Entity | entity | ) |

| void Game.SubsystemPlayers.RemovePlayerData | ( | PlayerData | playerData | ) |


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

| void Game.SubsystemPlayers.Update | ( | float | dt | ) |
| void Game.SubsystemPlayers.UpdateComponentPlayers | ( | ) |

| List<ComponentPlayer> Game.SubsystemPlayers.m_componentPlayers = [] |
| int Game.SubsystemPlayers.m_nextPlayerIndex |
| List<PlayerData> Game.SubsystemPlayers.m_playersData = [] |
| SubsystemTime Game.SubsystemPlayers.m_subsystemTime |
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| bool Game.SubsystemPlayers.PlayerStartedPlaying = false |
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实现了 Game.IUpdateable.