6 public const string IdString =
"CollapsingBlock";
21 base.Load(valuesDictionary);
30 if (movingBlockSet.
Id ==
"CollapsingBlock") {
33 movingBlockSet.
Stop();
50 if (movingBlockSet.
Id ==
"CollapsingBlock") {
61 if (movingBlockSet.
Blocks.Count > 0) {
75 List<MovingBlock> list =
new();
76 for (
int i = p.
Y; i < 256; i++) {
84 if (list.Count != 0) {
97 if (movingBlockSet !=
null) {
virtual bool IsCollapseSupportBlock(SubsystemTerrain subsystemTerrain, int value)
virtual bool IsCollapseDestructibleBlock(int value)
virtual bool GetIsCollapsable(int value)
SubsystemTerrain SubsystemTerrain
SubsystemMovingBlocks m_subsystemMovingBlocks
void MovingBlocksCollidedWithTerrain(IMovingBlockSet movingBlockSet, Point3 p)
bool IsCollapseSupportBlock(int value)
SubsystemGameInfo m_subsystemGameInfo
override void Load(ValuesDictionary valuesDictionary)
override void OnNeighborBlockChanged(int x, int y, int z, int neighborX, int neighborY, int neighborZ)
static bool IsCollapseDestructibleBlock(int value)
SubsystemSoundMaterials m_subsystemSoundMaterials
void TryCollapseColumn(Point3 p)
void MovingBlocksStopped(IMovingBlockSet movingBlockSet)
static int ExtractContents(int value)
static int ToCell(float x)
ValuesDictionary ValuesDictionary
List< MovingBlock > Blocks