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

Public 成员函数

virtual PrecipitationShaftInfo GetPrecipitationShaftInfo (int x, int z)
 
virtual void ManualLightingStrike (Vector3 position, Vector3 direction)
 
virtual void ManualPrecipitationStart ()
 
virtual void ManualPrecipitationEnd ()
 
virtual void ManualFogStart ()
 
virtual void ManualFogEnd ()
 
virtual void Draw (Camera camera, int drawOrder)
 
virtual void Update (float dt)
 
override void Load (ValuesDictionary valuesDictionary)
 
override void Save (ValuesDictionary valuesDictionary)
 
virtual void UpdatePrecipitation (float dt)
 
virtual void UpdateLightning (float dt)
 
virtual void UpdateFog (float dt)
 
virtual Dictionary< Point2, PrecipitationShaftParticleSystemGetActiveShafts (GameWidget gameWidget)
 
virtual void FreezeThawAndDepositSnow (TerrainChunk chunk, float freezeProbability, float thawProbability, bool forceDepositSnow)
 
- Public 成员函数 继承自 Game.IDrawable
- Public 成员函数 继承自 Game.IUpdateable

Public 属性

SubsystemGameInfo m_subsystemGameInfo
 
SubsystemBlocksScanner m_subsystemBlocksScanner
 
SubsystemParticles m_subsystemParticles
 
SubsystemAudio m_subsystemAudio
 
SubsystemSeasons m_subsystemSeasons
 
Random m_random = new()
 
Dictionary< GameWidget, Dictionary< Point2, PrecipitationShaftParticleSystem > > m_activeShafts = []
 
List< PrecipitationShaftParticleSystemm_toRemove = []
 
Dictionary< GameWidget, Vector2?> m_lastShaftsUpdatePositions = []
 
float m_targetRainSoundVolume
 
double m_precipitationStartTime
 
double m_precipitationEndTime
 
float m_precipitationRampTime
 
float m_lightningIntensity
 
double m_fogStartTime
 
double m_fogEndTime
 
float m_fogRampTime
 
float m_rainVolumeFactor
 
Sound m_rainSound
 
int[] m_shuffledOrder
 

静态 Public 属性

const int m_rainSoundRadius = 7
 
static int[] m_drawOrders
 
static Func< int, int > GetTemperatureAdjustmentAtHeight = (int y) => (int)MathF.Round((y > 64) ? (-0.0008f * MathUtils.Sqr(y - 64)) : (0.1f * (64 - y)))
 
static Func< int, int, bool > IsPlaceFrozen = (int temperature, int y) => temperature + GetTemperatureAdjustmentAtHeight(y) <= 0
 
static Func< int, int, bool > ShaftHasSnowOnIce = (int x, int z) => MathUtils.Hash((uint)((x & 0xFFFF) | (z << 16))) > 429496729
 

属性

SubsystemTerrain SubsystemTerrain [get, set]
 
SubsystemSky SubsystemSky [get, set]
 
SubsystemTime SubsystemTime [get, set]
 
virtual RainSplashParticleSystem RainSplashParticleSystem [get, set]
 
virtual SnowSplashParticleSystem SnowSplashParticleSystem [get, set]
 
virtual Color RainColor [get, set]
 
virtual Color SnowColor [get, set]
 
virtual float PrecipitationIntensity [get, set]
 
virtual int FogSeed [get, set]
 
virtual float FogProgress [get, set]
 
virtual float FogIntensity [get, set]
 
virtual bool IsPrecipitationStarted [get]
 
virtual bool IsFogStarted [get]
 
int[] DrawOrders [get]
 
UpdateOrder UpdateOrder [get]
 
- 属性 继承自 Game.IDrawable
- 属性 继承自 Game.IUpdateable
float FloatUpdateOrder [get]
 

成员函数说明

◆ Draw()

virtual void Game.SubsystemWeather.Draw ( Camera camera,
int drawOrder )
virtual

实现了 Game.IDrawable.

函数调用图:

◆ FreezeThawAndDepositSnow()

virtual void Game.SubsystemWeather.FreezeThawAndDepositSnow ( TerrainChunk chunk,
float freezeProbability,
float thawProbability,
bool forceDepositSnow )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ GetActiveShafts()

virtual Dictionary< Point2, PrecipitationShaftParticleSystem > Game.SubsystemWeather.GetActiveShafts ( GameWidget gameWidget)
virtual
这是这个函数的调用关系图:

◆ GetPrecipitationShaftInfo()

virtual PrecipitationShaftInfo Game.SubsystemWeather.GetPrecipitationShaftInfo ( int x,
int z )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ Load()

override void Game.SubsystemWeather.Load ( ValuesDictionary valuesDictionary)
函数调用图:
这是这个函数的调用关系图:

◆ ManualFogEnd()

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

◆ ManualFogStart()

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

◆ ManualLightingStrike()

virtual void Game.SubsystemWeather.ManualLightingStrike ( Vector3 position,
Vector3 direction )
virtual
函数调用图:
这是这个函数的调用关系图:

◆ ManualPrecipitationEnd()

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

◆ ManualPrecipitationStart()

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

◆ Save()

override void Game.SubsystemWeather.Save ( ValuesDictionary valuesDictionary)

◆ Update()

virtual void Game.SubsystemWeather.Update ( float dt)
virtual

实现了 Game.IUpdateable.

函数调用图:

◆ UpdateFog()

virtual void Game.SubsystemWeather.UpdateFog ( float dt)
virtual
函数调用图:
这是这个函数的调用关系图:

◆ UpdateLightning()

virtual void Game.SubsystemWeather.UpdateLightning ( float dt)
virtual
函数调用图:
这是这个函数的调用关系图:

◆ UpdatePrecipitation()

virtual void Game.SubsystemWeather.UpdatePrecipitation ( float dt)
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

◆ GetTemperatureAdjustmentAtHeight

Func<int, int> Game.SubsystemWeather.GetTemperatureAdjustmentAtHeight = (int y) => (int)MathF.Round((y > 64) ? (-0.0008f * MathUtils.Sqr(y - 64)) : (0.1f * (64 - y)))
static

◆ IsPlaceFrozen

Func<int, int, bool> Game.SubsystemWeather.IsPlaceFrozen = (int temperature, int y) => temperature + GetTemperatureAdjustmentAtHeight(y) <= 0
static

◆ m_activeShafts

Dictionary<GameWidget, Dictionary<Point2, PrecipitationShaftParticleSystem> > Game.SubsystemWeather.m_activeShafts = []

◆ m_drawOrders

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

◆ m_fogEndTime

double Game.SubsystemWeather.m_fogEndTime

◆ m_fogRampTime

float Game.SubsystemWeather.m_fogRampTime

◆ m_fogStartTime

double Game.SubsystemWeather.m_fogStartTime

◆ m_lastShaftsUpdatePositions

Dictionary<GameWidget, Vector2?> Game.SubsystemWeather.m_lastShaftsUpdatePositions = []

◆ m_lightningIntensity

float Game.SubsystemWeather.m_lightningIntensity

◆ m_precipitationEndTime

double Game.SubsystemWeather.m_precipitationEndTime

◆ m_precipitationRampTime

float Game.SubsystemWeather.m_precipitationRampTime

◆ m_precipitationStartTime

double Game.SubsystemWeather.m_precipitationStartTime

◆ m_rainSound

Sound Game.SubsystemWeather.m_rainSound

◆ m_rainSoundRadius

const int Game.SubsystemWeather.m_rainSoundRadius = 7
static

◆ m_rainVolumeFactor

float Game.SubsystemWeather.m_rainVolumeFactor

◆ m_random

Random Game.SubsystemWeather.m_random = new()

◆ m_shuffledOrder

int [] Game.SubsystemWeather.m_shuffledOrder

◆ m_subsystemAudio

SubsystemAudio Game.SubsystemWeather.m_subsystemAudio

◆ m_subsystemBlocksScanner

SubsystemBlocksScanner Game.SubsystemWeather.m_subsystemBlocksScanner

◆ m_subsystemGameInfo

SubsystemGameInfo Game.SubsystemWeather.m_subsystemGameInfo

◆ m_subsystemParticles

SubsystemParticles Game.SubsystemWeather.m_subsystemParticles

◆ m_subsystemSeasons

SubsystemSeasons Game.SubsystemWeather.m_subsystemSeasons

◆ m_targetRainSoundVolume

float Game.SubsystemWeather.m_targetRainSoundVolume

◆ m_toRemove

List<PrecipitationShaftParticleSystem> Game.SubsystemWeather.m_toRemove = []

◆ ShaftHasSnowOnIce

Func<int, int, bool> Game.SubsystemWeather.ShaftHasSnowOnIce = (int x, int z) => MathUtils.Hash((uint)((x & 0xFFFF) | (z << 16))) > 429496729
static

属性说明

◆ DrawOrders

int [] Game.SubsystemWeather.DrawOrders
get

实现了 Game.IDrawable.

◆ FogIntensity

virtual float Game.SubsystemWeather.FogIntensity
getset

◆ FogProgress

virtual float Game.SubsystemWeather.FogProgress
getset

◆ FogSeed

virtual int Game.SubsystemWeather.FogSeed
getset

◆ IsFogStarted

virtual bool Game.SubsystemWeather.IsFogStarted
get

◆ IsPrecipitationStarted

virtual bool Game.SubsystemWeather.IsPrecipitationStarted
get

◆ PrecipitationIntensity

virtual float Game.SubsystemWeather.PrecipitationIntensity
getset

◆ RainColor

virtual Color Game.SubsystemWeather.RainColor
getset

◆ RainSplashParticleSystem

virtual RainSplashParticleSystem Game.SubsystemWeather.RainSplashParticleSystem
getset

◆ SnowColor

virtual Color Game.SubsystemWeather.SnowColor
getset

◆ SnowSplashParticleSystem

virtual SnowSplashParticleSystem Game.SubsystemWeather.SnowSplashParticleSystem
getset

◆ SubsystemSky

SubsystemSky Game.SubsystemWeather.SubsystemSky
getset

◆ SubsystemTerrain

SubsystemTerrain Game.SubsystemWeather.SubsystemTerrain
getset

◆ SubsystemTime

SubsystemTime Game.SubsystemWeather.SubsystemTime
getset

◆ UpdateOrder

UpdateOrder Game.SubsystemWeather.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: