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

class  TextData
 

Public 成员函数

SignData GetSignData (Point3 point)
 
void SetSignData (Point3 point, string[] lines, Color[] colors, string url, MovingBlock movingBlock=null)
 
override void OnNeighborBlockChanged (int x, int y, int z, int neighborX, int neighborY, int neighborZ)
 
override bool OnInteract (TerrainRaycastResult raycastResult, ComponentMiner componentMiner)
 
override void OnBlockStartMoving (int value, int newValue, int x, int y, int z, MovingBlock movingBlock)
 
override void OnBlockStopMoving (int value, int oldValue, int x, int y, int z, MovingBlock movingBlock)
 
override void OnBlockRemoved (int value, int newValue, int x, int y, int z)
 
void Update (float dt)
 
void Draw (Camera camera, int drawOrder)
 
override void Load (ValuesDictionary valuesDictionary)
 
virtual void SaveTextData (TextData textData, ValuesDictionary valuesDictionary)
 
override void Save (ValuesDictionary valuesDictionary)
 
override void Dispose ()
 
void Display_DeviceReset ()
 
void CreateRenderTarget ()
 
void InvalidateRenderTarget ()
 
void RenderText (FontBatch2D fontBatch, FlatBatch2D flatBatch, TextData textData)
 
void UpdateRenderTarget ()
 
void DrawSigns (Camera camera)
 
- Public 成员函数 继承自 Game.SubsystemBlockBehavior
virtual void OnChunkInitialized (TerrainChunk chunk)
 
virtual void OnChunkDiscarding (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 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)
 
- Public 成员函数 继承自 Game.IDrawable
- Public 成员函数 继承自 Game.IUpdateable

Public 属性

float m_fontScale = 1f
 
SubsystemGameWidgets m_subsystemViews
 
SubsystemTerrain m_subsystemTerrain
 
SubsystemGameInfo m_subsystemGameInfo
 
Dictionary< Point3, TextDatam_textsByPoint = []
 
Dictionary< MovingBlock, TextDatam_textsByMovingBlock = new Dictionary<MovingBlock, TextData>()
 
List< RenderTarget2D > m_texturesByPoint = []
 
TextData[] m_textureLocations = new TextData[32]
 
List< TextDatam_nearTexts = []
 
BitmapFont m_font = LabelWidget.BitmapFont
 
RenderTarget2D m_renderTarget
 
List< Vector3m_lastUpdatePositions = []
 
PrimitivesRenderer2D m_primitivesRenderer2D = new()
 
PrimitivesRenderer3D m_primitivesRenderer3D = new()
 
bool ShowSignsTexture
 
bool CopySignsText
 

静态 Public 属性

const float m_maxVisibilityDistanceSqr = 400f
 
const float m_minUpdateDistance = 2f
 
const int m_textWidth = 128
 
const int m_textHeight = 32
 
const int m_maxTexts = 32
 
static int[] m_drawOrders
 

属性

override int[] HandledBlocks [get]
 
UpdateOrder UpdateOrder [get]
 
int[] DrawOrders [get]
 
- 属性 继承自 Game.SubsystemBlockBehavior
virtual int[] HandledBlocks [get]
 
SubsystemTerrain SubsystemTerrain [get, set]
 
- 属性 继承自 Game.IDrawable
- 属性 继承自 Game.IUpdateable
float FloatUpdateOrder [get]
 

成员函数说明

◆ CreateRenderTarget()

void Game.SubsystemSignBlockBehavior.CreateRenderTarget ( )
这是这个函数的调用关系图:

◆ Display_DeviceReset()

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

◆ Dispose()

override void Game.SubsystemSignBlockBehavior.Dispose ( )
函数调用图:

◆ Draw()

void Game.SubsystemSignBlockBehavior.Draw ( Camera camera,
int drawOrder )

实现了 Game.IDrawable.

函数调用图:

◆ DrawSigns()

void Game.SubsystemSignBlockBehavior.DrawSigns ( Camera camera)
函数调用图:
这是这个函数的调用关系图:

◆ GetSignData()

SignData Game.SubsystemSignBlockBehavior.GetSignData ( Point3 point)
这是这个函数的调用关系图:

◆ InvalidateRenderTarget()

void Game.SubsystemSignBlockBehavior.InvalidateRenderTarget ( )
这是这个函数的调用关系图:

◆ Load()

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

◆ OnBlockRemoved()

override void Game.SubsystemSignBlockBehavior.OnBlockRemoved ( int value,
int newValue,
int x,
int y,
int z )
virtual

◆ OnBlockStartMoving()

override void Game.SubsystemSignBlockBehavior.OnBlockStartMoving ( int value,
int newValue,
int x,
int y,
int z,
MovingBlock movingBlock )
virtual

◆ OnBlockStopMoving()

override void Game.SubsystemSignBlockBehavior.OnBlockStopMoving ( int value,
int oldValue,
int x,
int y,
int z,
MovingBlock movingBlock )
virtual

◆ OnInteract()

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

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnNeighborBlockChanged()

override void Game.SubsystemSignBlockBehavior.OnNeighborBlockChanged ( int x,
int y,
int z,
int neighborX,
int neighborY,
int neighborZ )
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ RenderText()

void Game.SubsystemSignBlockBehavior.RenderText ( FontBatch2D fontBatch,
FlatBatch2D flatBatch,
TextData textData )
这是这个函数的调用关系图:

◆ Save()

override void Game.SubsystemSignBlockBehavior.Save ( ValuesDictionary valuesDictionary)
函数调用图:

◆ SaveTextData()

virtual void Game.SubsystemSignBlockBehavior.SaveTextData ( TextData textData,
ValuesDictionary valuesDictionary )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ SetSignData()

void Game.SubsystemSignBlockBehavior.SetSignData ( Point3 point,
string[] lines,
Color[] colors,
string url,
MovingBlock movingBlock = null )
函数调用图:
这是这个函数的调用关系图:

◆ Update()

void Game.SubsystemSignBlockBehavior.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

◆ UpdateRenderTarget()

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

类成员变量说明

◆ CopySignsText

bool Game.SubsystemSignBlockBehavior.CopySignsText

◆ m_drawOrders

int [] Game.SubsystemSignBlockBehavior.m_drawOrders
static
初始值:
= new int[1]
{
50
}

◆ m_font

BitmapFont Game.SubsystemSignBlockBehavior.m_font = LabelWidget.BitmapFont

◆ m_fontScale

float Game.SubsystemSignBlockBehavior.m_fontScale = 1f

◆ m_lastUpdatePositions

List<Vector3> Game.SubsystemSignBlockBehavior.m_lastUpdatePositions = []

◆ m_maxTexts

const int Game.SubsystemSignBlockBehavior.m_maxTexts = 32
static

◆ m_maxVisibilityDistanceSqr

const float Game.SubsystemSignBlockBehavior.m_maxVisibilityDistanceSqr = 400f
static

◆ m_minUpdateDistance

const float Game.SubsystemSignBlockBehavior.m_minUpdateDistance = 2f
static

◆ m_nearTexts

List<TextData> Game.SubsystemSignBlockBehavior.m_nearTexts = []

◆ m_primitivesRenderer2D

PrimitivesRenderer2D Game.SubsystemSignBlockBehavior.m_primitivesRenderer2D = new()

◆ m_primitivesRenderer3D

PrimitivesRenderer3D Game.SubsystemSignBlockBehavior.m_primitivesRenderer3D = new()

◆ m_renderTarget

RenderTarget2D Game.SubsystemSignBlockBehavior.m_renderTarget

◆ m_subsystemGameInfo

SubsystemGameInfo Game.SubsystemSignBlockBehavior.m_subsystemGameInfo

◆ m_subsystemTerrain

SubsystemTerrain Game.SubsystemSignBlockBehavior.m_subsystemTerrain

◆ m_subsystemViews

SubsystemGameWidgets Game.SubsystemSignBlockBehavior.m_subsystemViews

◆ m_textHeight

const int Game.SubsystemSignBlockBehavior.m_textHeight = 32
static

◆ m_textsByMovingBlock

Dictionary<MovingBlock, TextData> Game.SubsystemSignBlockBehavior.m_textsByMovingBlock = new Dictionary<MovingBlock, TextData>()

◆ m_textsByPoint

Dictionary<Point3, TextData> Game.SubsystemSignBlockBehavior.m_textsByPoint = []

◆ m_textureLocations

TextData [] Game.SubsystemSignBlockBehavior.m_textureLocations = new TextData[32]

◆ m_texturesByPoint

List<RenderTarget2D> Game.SubsystemSignBlockBehavior.m_texturesByPoint = []

◆ m_textWidth

const int Game.SubsystemSignBlockBehavior.m_textWidth = 128
static

◆ ShowSignsTexture

bool Game.SubsystemSignBlockBehavior.ShowSignsTexture

属性说明

◆ DrawOrders

int [] Game.SubsystemSignBlockBehavior.DrawOrders
get

实现了 Game.IDrawable.

◆ HandledBlocks

override int [] Game.SubsystemSignBlockBehavior.HandledBlocks
get

◆ UpdateOrder

UpdateOrder Game.SubsystemSignBlockBehavior.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: