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

Public 成员函数

virtual SpawnChunk GetSpawnChunk (Point2 point)
 
void Update (float dt)
 
override void Load (ValuesDictionary valuesDictionary)
 
override void Save (ValuesDictionary valuesDictionary)
 
override void OnEntityAdded (Entity entity)
 
override void OnEntityRemoved (Entity entity)
 
virtual SpawnChunk GetOrCreateSpawnChunk (Point2 point)
 
virtual void DiscardOldChunks ()
 
virtual void UpdateLastVisitedTime ()
 
virtual void SpawnChunks ()
 
virtual void DespawnChunks ()
 
virtual Entity SpawnEntity (SpawnEntityData data)
 
virtual void LoadSpawnsData (ValuesDictionary loadData, List< SpawnEntityData > creaturesData)
 
virtual void LoadSpawnsData (string data, List< SpawnEntityData > creaturesData)
 
virtual void SaveSpawnsData (ValuesDictionary saveData, List< SpawnEntityData > spawnsData)
 
virtual string SaveSpawnsData (List< SpawnEntityData > spawnsData)
 
- Public 成员函数 继承自 Game.IUpdateable

Public 属性

SubsystemGameInfo m_subsystemGameInfo
 
SubsystemPlayers m_subsystemPlayers
 
SubsystemGameWidgets m_subsystemViews
 
SubsystemTerrain m_subsystemTerrain
 
SubsystemTime m_subsystemTime
 
Random m_random = new()
 
double m_nextDiscardOldChunksTime = 1.0
 
double m_nextVisitedTime = 1.0
 
double m_nextChunkSpawnTime = 1.0
 
double m_nextDespawnTime = 1.0
 
Dictionary< Point2, SpawnChunkm_chunks = []
 
Dictionary< ComponentSpawn, bool > m_spawns = []
 
Dictionary< int, SpawnEntityDatam_spawnEntityDatas = new Dictionary<int, SpawnEntityData>()
 
float MaxChunkAge = 76800f
 
float VisitedRadius = 8f
 
float SpawnRadius = 48f
 
float DespawnRadius = 60f
 

属性

Dictionary< ComponentSpawn, bool >.KeyCollection Spawns [get]
 
UpdateOrder UpdateOrder [get]
 
virtual Action< SpawnChunkSpawningChunk [get, set]
 
- 属性 继承自 Game.IUpdateable
float FloatUpdateOrder [get]
 

成员函数说明

◆ DespawnChunks()

virtual void Game.SubsystemSpawn.DespawnChunks ( )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ DiscardOldChunks()

virtual void Game.SubsystemSpawn.DiscardOldChunks ( )
virtual
这是这个函数的调用关系图:

◆ GetOrCreateSpawnChunk()

virtual SpawnChunk Game.SubsystemSpawn.GetOrCreateSpawnChunk ( Point2 point)
virtual
函数调用图:
这是这个函数的调用关系图:

◆ GetSpawnChunk()

virtual SpawnChunk Game.SubsystemSpawn.GetSpawnChunk ( Point2 point)
virtual
这是这个函数的调用关系图:

◆ Load()

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

◆ LoadSpawnsData() [1/2]

virtual void Game.SubsystemSpawn.LoadSpawnsData ( string data,
List< SpawnEntityData > creaturesData )
virtual

◆ LoadSpawnsData() [2/2]

virtual void Game.SubsystemSpawn.LoadSpawnsData ( ValuesDictionary loadData,
List< SpawnEntityData > creaturesData )
virtual
这是这个函数的调用关系图:

◆ OnEntityAdded()

override void Game.SubsystemSpawn.OnEntityAdded ( Entity entity)

◆ OnEntityRemoved()

override void Game.SubsystemSpawn.OnEntityRemoved ( Entity entity)

◆ Save()

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

◆ SaveSpawnsData() [1/2]

virtual string Game.SubsystemSpawn.SaveSpawnsData ( List< SpawnEntityData > spawnsData)
virtual

◆ SaveSpawnsData() [2/2]

virtual void Game.SubsystemSpawn.SaveSpawnsData ( ValuesDictionary saveData,
List< SpawnEntityData > spawnsData )
virtual
这是这个函数的调用关系图:

◆ SpawnChunks()

virtual void Game.SubsystemSpawn.SpawnChunks ( )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ SpawnEntity()

virtual Entity Game.SubsystemSpawn.SpawnEntity ( SpawnEntityData data)
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Update()

void Game.SubsystemSpawn.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

◆ UpdateLastVisitedTime()

virtual void Game.SubsystemSpawn.UpdateLastVisitedTime ( )
virtual
函数调用图:
这是这个函数的调用关系图:

类成员变量说明

◆ DespawnRadius

float Game.SubsystemSpawn.DespawnRadius = 60f

◆ m_chunks

Dictionary<Point2, SpawnChunk> Game.SubsystemSpawn.m_chunks = []

◆ m_nextChunkSpawnTime

double Game.SubsystemSpawn.m_nextChunkSpawnTime = 1.0

◆ m_nextDespawnTime

double Game.SubsystemSpawn.m_nextDespawnTime = 1.0

◆ m_nextDiscardOldChunksTime

double Game.SubsystemSpawn.m_nextDiscardOldChunksTime = 1.0

◆ m_nextVisitedTime

double Game.SubsystemSpawn.m_nextVisitedTime = 1.0

◆ m_random

Random Game.SubsystemSpawn.m_random = new()

◆ m_spawnEntityDatas

Dictionary<int, SpawnEntityData> Game.SubsystemSpawn.m_spawnEntityDatas = new Dictionary<int, SpawnEntityData>()

◆ m_spawns

Dictionary<ComponentSpawn, bool> Game.SubsystemSpawn.m_spawns = []

◆ m_subsystemGameInfo

SubsystemGameInfo Game.SubsystemSpawn.m_subsystemGameInfo

◆ m_subsystemPlayers

SubsystemPlayers Game.SubsystemSpawn.m_subsystemPlayers

◆ m_subsystemTerrain

SubsystemTerrain Game.SubsystemSpawn.m_subsystemTerrain

◆ m_subsystemTime

SubsystemTime Game.SubsystemSpawn.m_subsystemTime

◆ m_subsystemViews

SubsystemGameWidgets Game.SubsystemSpawn.m_subsystemViews

◆ MaxChunkAge

float Game.SubsystemSpawn.MaxChunkAge = 76800f

◆ SpawnRadius

float Game.SubsystemSpawn.SpawnRadius = 48f

◆ VisitedRadius

float Game.SubsystemSpawn.VisitedRadius = 8f

属性说明

◆ SpawningChunk

virtual Action<SpawnChunk> Game.SubsystemSpawn.SpawningChunk
getset

◆ Spawns

Dictionary<ComponentSpawn, bool>.KeyCollection Game.SubsystemSpawn.Spawns
get

◆ UpdateOrder

UpdateOrder Game.SubsystemSpawn.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: