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

Public 成员函数

override void OnBlockRemoved (int value, int newValue, int x, int y, int z)
 
override void OnChunkDiscarding (TerrainChunk chunk)
 
void Update (float dt)
 
override void Load (ValuesDictionary valuesDictionary)
 
override void Save (ValuesDictionary valuesDictionary)
 
void DecayLeavesIfNeeded (Point3 p)
 
- Public 成员函数 继承自 Game.SubsystemBlockBehavior
virtual void OnChunkInitialized (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 void OnBlockStartMoving (int value, int newValue, int x, int y, int z, MovingBlock movingBlock)
 
virtual void OnBlockStopMoving (int value, int oldValue, int x, int y, int z, MovingBlock movingBlock)
 
virtual void OnNeighborBlockChanged (int x, int y, int z, int neighborX, int neighborY, int neighborZ)
 
virtual bool OnUse (Ray3 ray, ComponentMiner componentMiner)
 
virtual bool OnInteract (TerrainRaycastResult raycastResult, 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.IUpdateable

Public 属性

SubsystemGameInfo m_subsystemGameInfo
 
SubsystemTime m_subsystemTime
 
HashSet< Point3 > m_leavesToCheck = []
 

静态 Public 属性

const int m_radius = 3
 
const int m_maxLeavesToCheck = 5000
 

属性

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

成员函数说明

◆ DecayLeavesIfNeeded()

void Game.SubsystemWoodBlockBehavior.DecayLeavesIfNeeded ( Point3 p)
函数调用图:
这是这个函数的调用关系图:

◆ Load()

override void Game.SubsystemWoodBlockBehavior.Load ( ValuesDictionary valuesDictionary)

◆ OnBlockRemoved()

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

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ OnChunkDiscarding()

override void Game.SubsystemWoodBlockBehavior.OnChunkDiscarding ( TerrainChunk chunk)
virtual

重载 Game.SubsystemBlockBehavior .

函数调用图:

◆ Save()

override void Game.SubsystemWoodBlockBehavior.Save ( ValuesDictionary valuesDictionary)

◆ Update()

void Game.SubsystemWoodBlockBehavior.Update ( float dt)

实现了 Game.IUpdateable.

函数调用图:

类成员变量说明

◆ m_leavesToCheck

HashSet<Point3> Game.SubsystemWoodBlockBehavior.m_leavesToCheck = []

◆ m_maxLeavesToCheck

const int Game.SubsystemWoodBlockBehavior.m_maxLeavesToCheck = 5000
static

◆ m_radius

const int Game.SubsystemWoodBlockBehavior.m_radius = 3
static

◆ m_subsystemGameInfo

SubsystemGameInfo Game.SubsystemWoodBlockBehavior.m_subsystemGameInfo

◆ m_subsystemTime

SubsystemTime Game.SubsystemWoodBlockBehavior.m_subsystemTime

属性说明

◆ HandledBlocks

override int [] Game.SubsystemWoodBlockBehavior.HandledBlocks
get

◆ UpdateOrder

UpdateOrder Game.SubsystemWoodBlockBehavior.UpdateOrder
get

实现了 Game.IUpdateable.


该类的文档由以下文件生成: