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My Project v1
Project
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成员的完整列表,这些成员属于 Game.SubsystemTrapdoorBlockBehavior,包括所有继承而来的类成员
| GetProcessInventoryItemCapacity(IInventory inventory, int slotIndex, int value) | Game.SubsystemBlockBehavior | virtual |
| HandledBlocks | Game.SubsystemTrapdoorBlockBehavior | |
| IsTrapdoorElectricallyConnected(int x, int y, int z) | Game.SubsystemTrapdoorBlockBehavior | |
| Load(ValuesDictionary valuesDictionary) | Game.SubsystemTrapdoorBlockBehavior | |
| m_random | Game.SubsystemTrapdoorBlockBehavior | static |
| m_subsystemElectricity | Game.SubsystemTrapdoorBlockBehavior | |
| OnAim(Ray3 aim, ComponentMiner componentMiner, AimState state) | Game.SubsystemBlockBehavior | virtual |
| OnBlockAdded(int value, int oldValue, int x, int y, int z) | Game.SubsystemBlockBehavior | virtual |
| OnBlockGenerated(int value, int x, int y, int z, bool isLoaded) | Game.SubsystemBlockBehavior | virtual |
| OnBlockModified(int value, int oldValue, int x, int y, int z) | Game.SubsystemBlockBehavior | virtual |
| OnBlockRemoved(int value, int newValue, int x, int y, int z) | Game.SubsystemBlockBehavior | virtual |
| OnBlockStartMoving(int value, int newValue, int x, int y, int z, MovingBlock movingBlock) | Game.SubsystemBlockBehavior | virtual |
| OnBlockStopMoving(int value, int oldValue, int x, int y, int z, MovingBlock movingBlock) | Game.SubsystemBlockBehavior | virtual |
| OnChunkDiscarding(TerrainChunk chunk) | Game.SubsystemBlockBehavior | virtual |
| OnChunkInitialized(TerrainChunk chunk) | Game.SubsystemBlockBehavior | virtual |
| OnCollide(CellFace cellFace, float velocity, ComponentBody componentBody) | Game.SubsystemBlockBehavior | virtual |
| OnEditBlock(int x, int y, int z, int value, ComponentPlayer componentPlayer) | Game.SubsystemBlockBehavior | virtual |
| OnEditInventoryItem(IInventory inventory, int slotIndex, ComponentPlayer componentPlayer) | Game.SubsystemBlockBehavior | virtual |
| OnExplosion(int value, int x, int y, int z, float damage) | Game.SubsystemBlockBehavior | virtual |
| OnFiredAsProjectile(Projectile projectile) | Game.SubsystemBlockBehavior | virtual |
| OnHitAsProjectile(CellFace? cellFace, ComponentBody componentBody, WorldItem worldItem) | Game.SubsystemBlockBehavior | virtual |
| OnHitByProjectile(CellFace cellFace, WorldItem worldItem) | Game.SubsystemBlockBehavior | virtual |
| OnHitByProjectile(MovingBlock movingBlock, WorldItem worldItem) | Game.SubsystemBlockBehavior | virtual |
| OnInteract(TerrainRaycastResult raycastResult, ComponentMiner componentMiner) | Game.SubsystemTrapdoorBlockBehavior | virtual |
| Game::SubsystemBlockBehavior.OnInteract(MovingBlocksRaycastResult movingBlocksRaycastResult, ComponentMiner componentMiner) | Game.SubsystemBlockBehavior | virtual |
| OnItemHarvested(int x, int y, int z, int blockValue, ref BlockDropValue dropValue, ref int newBlockValue) | Game.SubsystemBlockBehavior | virtual |
| OnItemPlaced(int x, int y, int z, ref BlockPlacementData placementData, int itemValue) | Game.SubsystemBlockBehavior | virtual |
| OnNeighborBlockChanged(int x, int y, int z, int neighborX, int neighborY, int neighborZ) | Game.SubsystemTrapdoorBlockBehavior | virtual |
| OnPickableGathered(Pickable pickable, ComponentPickableGatherer target, Vector3 distanceToTarget) | Game.SubsystemBlockBehavior | virtual |
| OnUse(Ray3 ray, ComponentMiner componentMiner) | Game.SubsystemBlockBehavior | virtual |
| OpenCloseTrapdoor(int x, int y, int z, bool open) | Game.SubsystemTrapdoorBlockBehavior | |
| ProcessInventoryItem(IInventory inventory, int slotIndex, int value, int count, int processCount, out int processedValue, out int processedCount) | Game.SubsystemBlockBehavior | virtual |
| SubsystemTerrain | Game.SubsystemBlockBehavior |