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| | BaseDelayGateElectricElement (SubsystemElectricity subsystemElectricity, CellFace cellFace) |
| override float | GetOutputVoltage (int face) |
| override bool | Simulate () |
| | RotateableElectricElement (SubsystemElectricity subsystemElectricity, CellFace cellFace) |
| override bool | OnInteract (TerrainRaycastResult raycastResult, ComponentMiner componentMiner) |
| | MountedElectricElement (SubsystemElectricity subsystemElectricity, CellFace cellFace) |
| override void | OnNeighborBlockChanged (CellFace cellFace, int neighborX, int neighborY, int neighborZ) |
| | ElectricElement (SubsystemElectricity subsystemElectricity, IEnumerable< CellFace > cellFaces) |
| | ElectricElement (SubsystemElectricity subsystemElectricity, CellFace cellFace) |
| virtual void | OnAdded () |
| virtual void | OnRemoved () |
| virtual void | OnCollide (CellFace cellFace, float velocity, ComponentBody componentBody) |
| virtual void | OnHitByProjectile (CellFace cellFace, WorldItem worldItem) |
| virtual void | OnConnectionsChanged () |
| int | CalculateHighInputsCount () |
◆ BaseDelayGateElectricElement()
◆ GetOutputVoltage()
| override float Game.BaseDelayGateElectricElement.GetOutputVoltage |
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int | face | ) |
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virtual |
◆ Simulate()
| override bool Game.BaseDelayGateElectricElement.Simulate |
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| ) |
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virtual |
◆ m_lastStoredVoltage
| float Game.BaseDelayGateElectricElement.m_lastStoredVoltage |
◆ m_voltage
| float Game.BaseDelayGateElectricElement.m_voltage |
◆ m_voltagesHistory
| Dictionary<int, float> Game.BaseDelayGateElectricElement.m_voltagesHistory = [] |
◆ DelaySteps
| int Game.BaseDelayGateElectricElement.DelaySteps |
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getabstract |
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