22 public float Bob {
get;
set; }
75 if (parentBody !=
null) {
77 if (componentCreatureModel !=
null) {
78 return componentCreatureModel.UpdateOrder + 1;
92#pragma warning disable CS0618
93 loader.OnModelAnimate(
this, out
bool skip);
94#pragma warning restore CS0618
103 float opacity = m_componentCreature.ComponentSpawn.SpawnDuration > 0f
123 bool num = m_componentCreature.ComponentBody.ImmersionFactor >= 1f;
124 bool flag = m_subsystemSky.ViewUnderWaterDepth > 0f;
135 base.Load(valuesDictionary, idToEntityMap);
140 m_componentCreature.ComponentHealth.Injured += delegate(
Injury injury) {
142 if (attacker ==
null) {
153 m_componentCreature.ComponentBody.PositionChanged += delegate {
m_eyePosition =
null; };
154 m_componentCreature.ComponentBody.RotationChanged += delegate {
m_eyeRotation =
null; };
161 if (
m_random.Float(0f, 1f) < 0.25f * dt
167 + s3 * matrix.Forward
183 m_componentCreature.ComponentLocomotion.LookOrder =
new Vector2(
184 num * (
float)Math.Sin(16.0 *
m_subsystemTime.GameTime + 0.01f * GetHashCode()),
200 Vector3 result = m_componentCreature.ComponentBody.Position
201 + matrix.Up * 0.95f * m_componentCreature.ComponentBody.BoxSize.Y
204 "RecalculateModelEyePosition",
206 loader.RecalculateModelEyePosition(
this, ref result);
214 Quaternion result = m_componentCreature.ComponentBody.Rotation
221 "RecalculateModelEyeRotation",
223 loader.RecalculateModelEyeRotation(
this, ref result);
static int Min(int x1, int x2)
static float Saturate(float x)
static int Max(int x1, int x2)
virtual BoundingBox BoundingBox
ComponentBody ComponentBody
Vector3 InHandItemRotationOrder
override void OnEntityAdded()
virtual float AttackPhase
Vector3 InHandItemOffsetOrder
virtual Quaternion CalculateEyeRotation()
override void Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
SubsystemGameInfo m_subsystemGameInfo
virtual Vector3 CalculateEyePosition()
virtual float AttackFactor
Quaternion? m_eyeRotation
SubsystemTime m_subsystemTime
Vector3 m_randomLookPoint
ComponentCreature m_componentCreature
float MovementAnimationPhase
float m_injuryColorFactor
virtual void Update(float dt)
SubsystemSky m_subsystemSky
virtual ModelRenderingMode RenderingMode
virtual ComponentCreature Attacker
ValuesDictionary ValuesDictionary
Component FindComponent(Type type, string name, bool throwOnError)
static void HookAction(string HookName, Func< ModLoader, bool > action)
执行Hook
static Quaternion CreateFromYawPitchRoll(float yaw, float pitch, float roll)
static float Angle(Vector2 v1, Vector2 v2)
static readonly Vector3 One
static Vector3 Lerp(Vector3 v1, Vector3 v2, float f)
static Vector3 Normalize(Vector3 v)
static float Dot(Vector3 v1, Vector3 v2)