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Survivalcraft API 1.8.2.3 v1.8.2.3
Survivalcraft 2.4
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The spell "Attackment" is wrong, But it is not recommended to change it because many mods rely on this class. Change of its name will make a lot of mods unavailable. 更多...


Public 成员函数 | |
| Attackment (Entity target, Entity attacker, Vector3 hitPoint, Vector3 hitDirection, float attackPower) | |
| Attackment (ComponentBody target, Entity attacker, Vector3 hitPoint, Vector3 hitDirection, float attackPower) | |
| virtual float | CalculateInjuryAmount () |
| virtual void | AddHitValueParticleSystem (float damage) |
| virtual void | ProcessAttackmentToCreature (out float injuryAmount) |
| virtual void | ProcessAttackmentToNonCreature (out float injuryAmount) |
| virtual bool | DisableFriendlyFire () |
| virtual void | ImpulseTarget () |
| virtual void | StunTarget () |
| virtual void | ProcessAttackment () |
Public 属性 | |
| Entity | Target |
| Entity | Attacker |
| Vector3 | HitPoint |
| Vector3 | HitDirection |
| float | AttackPower |
| float? | StunTimeSet |
| float | StunTimeAdd = 0.2f |
| float | ImpulseFactor = 2f |
| string | CauseOfDeath |
| bool | EnableArmorProtection = true |
| bool | EnableResilienceFactor = true |
| bool | EnableHitValueParticleSystem = true |
| string | AttackSoundName = "Audio/Impacts/Body" |
| float | AttackSoundVolume = 1f |
| float | AttackSoundPitch |
| bool | AllowImpulseAndStunWhenDamageIsZero = true |
| float? | m_injuryAmount |
| ValuesDictionary | DictionaryForOtherMods = new() |
| 模组可以向Dictionary里面添加内容,另一个模组可以从Dictionary读取内容,以实现模组联动效果 | |
Protected 属性 | |
| Random | m_random = new() |
属性 | |
| virtual ComponentBody | TargetBody [get, set] |
| virtual float | ArmorProtectionDivision = 1f [get, set] |
| 该攻击被护甲结算时,护甲的防御值会除以ArmorProtectionDivision。 例如当ArmorProtectionDivision = 2,模组护甲的ArmorProtection = 150时,实际防御75伤害。 可以基于此设计模组生物的攻击力和护甲数值 | |
The spell "Attackment" is wrong, But it is not recommended to change it because many mods rely on this class. Change of its name will make a lot of mods unavailable.
在文件 Attackment.cs 第 12 行定义.
| Game.Attackment.Attackment | ( | ComponentBody | target, |
| Entity | attacker, | ||
| Vector3 | hitPoint, | ||
| Vector3 | hitDirection, | ||
| float | attackPower ) |
在文件 Attackment.cs 第 39 行定义.
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| bool Game.Attackment.AllowImpulseAndStunWhenDamageIsZero = true |
在文件 Attackment.cs 第 73 行定义.
| Entity Game.Attackment.Attacker |
在文件 Attackment.cs 第 14 行定义.
| float Game.Attackment.AttackPower |
在文件 Attackment.cs 第 54 行定义.
| string Game.Attackment.AttackSoundName = "Audio/Impacts/Body" |
在文件 Attackment.cs 第 62 行定义.
| float Game.Attackment.AttackSoundPitch |
在文件 Attackment.cs 第 64 行定义.
| float Game.Attackment.AttackSoundVolume = 1f |
在文件 Attackment.cs 第 63 行定义.
| string Game.Attackment.CauseOfDeath |
在文件 Attackment.cs 第 58 行定义.
| ValuesDictionary Game.Attackment.DictionaryForOtherMods = new() |
模组可以向Dictionary里面添加内容,另一个模组可以从Dictionary读取内容,以实现模组联动效果
在文件 Attackment.cs 第 80 行定义.
| bool Game.Attackment.EnableArmorProtection = true |
在文件 Attackment.cs 第 59 行定义.
| bool Game.Attackment.EnableHitValueParticleSystem = true |
在文件 Attackment.cs 第 61 行定义.
| bool Game.Attackment.EnableResilienceFactor = true |
在文件 Attackment.cs 第 60 行定义.
| Vector3 Game.Attackment.HitDirection |
在文件 Attackment.cs 第 53 行定义.
| Vector3 Game.Attackment.HitPoint |
在文件 Attackment.cs 第 52 行定义.
| float Game.Attackment.ImpulseFactor = 2f |
在文件 Attackment.cs 第 57 行定义.
| float? Game.Attackment.m_injuryAmount |
在文件 Attackment.cs 第 75 行定义.
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protected |
在文件 Attackment.cs 第 15 行定义.
| float Game.Attackment.StunTimeAdd = 0.2f |
在文件 Attackment.cs 第 56 行定义.
| float? Game.Attackment.StunTimeSet |
在文件 Attackment.cs 第 55 行定义.
| Entity Game.Attackment.Target |
在文件 Attackment.cs 第 13 行定义.
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getset |
该攻击被护甲结算时,护甲的防御值会除以ArmorProtectionDivision。 例如当ArmorProtectionDivision = 2,模组护甲的ArmorProtection = 150时,实际防御75伤害。 可以基于此设计模组生物的攻击力和护甲数值
在文件 Attackment.cs 第 71 行定义.
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getset |
在文件 Attackment.cs 第 47 行定义.