56 float num =
float.NegativeInfinity;
58 for (
int i = 0; i < 6; i++) {
67 result.CellFace = raycastResult.
CellFace;
72 if ((data & 3) == 0) {
75 if ((data & 3) == 1) {
87 case 3:
return data | 1;
88 default:
return data | 2;
ComponentCreatureModel ComponentCreatureModel
ComponentCreature ComponentCreature
static int MakeBlockValue(int contents)
static int ExtractData(int value)
static int SetWiredFace(int data, int wiredFace)
static int GetWiredFace(int data)
WireThroughBlock(int wiredTextureSlot, int unwiredTextureSlot)
override int GetFaceTextureSlot(int face, int value)
int GetConnectionMask(int value)
override BlockPlacementData GetPlacementValue(SubsystemTerrain subsystemTerrain, ComponentMiner componentMiner, int value, TerrainRaycastResult raycastResult)
方块放置方向
ElectricConnectorType? GetConnectorType(SubsystemTerrain terrain, int value, int face, int connectorFace, int x, int y, int z)
int GetConnectedWireFacesMask(int value, int face)
ElectricElement CreateElectricElement(SubsystemElectricity subsystemElectricity, int value, int x, int y, int z)
static Matrix CreateFromQuaternion(Quaternion quaternion)
static float Dot(Vector3 v1, Vector3 v2)
static int OppositeFace(int face)
static Vector3 FaceToVector3(int face)