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Survivalcraft API 1.8.2.3 v1.8.2.3
Survivalcraft 2.4
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Public 成员函数 | |
| virtual void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| virtual ? Vector3 | FindTarget (out float targetScore) |
| virtual float | ScoreTarget (Vector3 target) |
| Public 成员函数 继承自 GameEntitySystem.Component | |
| virtual IEnumerable< Entity > | GetOwnedEntities () |
| virtual void | OnEntityAdded () |
| virtual void | OnEntityRemoved () |
| virtual void | Save (ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap) |
| virtual void | Dispose () |
| virtual void | InheritFromComponent (Component baseComponent) |
| virtual void | Initialize (Entity entity, ValuesDictionary valuesDictionary) |
Public 属性 | |
| SubsystemTime | m_subsystemTime |
| SubsystemSky | m_subsystemSky |
| SubsystemCampfireBlockBehavior | m_subsystemCampfireBlockBehavior |
| ComponentCreature | m_componentCreature |
| ComponentPathfinding | m_componentPathfinding |
| StateMachine | m_stateMachine = new() |
| Random | m_random = new() |
| float | m_importanceLevel |
| float | m_dayRange |
| float | m_nightRange |
| Vector3? | m_target |
| float | m_circlingDirection = 1f |
| float | m_periodicEventOffset |
| double | m_ignoreFireUntil |
| Public 属性 继承自 GameEntitySystem.Component | |
| Entity | m_entity |
| ValuesDictionary | m_valuesDictionary |
属性 | |
| UpdateOrder | UpdateOrder [get] |
| override float | ImportanceLevel [get] |
| override string | DebugInfo [get] |
| 属性 继承自 Game.ComponentBehavior | |
| float | ImportanceLevel [get] |
| virtual bool | IsActive [get, set] |
| virtual string | DebugInfo [get] |
| 属性 继承自 GameEntitySystem.Component | |
| ValuesDictionary | ValuesDictionary [get] |
| Entity | Entity [get] |
| Project | Project [get] |
| bool | IsAddedToProject [get] |
| 属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
额外继承的成员函数 | |
| 包函数 继承自 GameEntitySystem.Component | |
| void | DisposeInternal () |
在文件 ComponentAvoidFireBehavior.cs 第 6 行定义.
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virtual |
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virtual |
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virtual |
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virtual |
实现了 Game.IUpdateable.
在文件 ComponentAvoidFireBehavior.cs 第 48 行定义.
| float Game.ComponentAvoidFireBehavior.m_circlingDirection = 1f |
在文件 ComponentAvoidFireBehavior.cs 第 29 行定义.
| ComponentCreature Game.ComponentAvoidFireBehavior.m_componentCreature |
在文件 ComponentAvoidFireBehavior.cs 第 13 行定义.
| ComponentPathfinding Game.ComponentAvoidFireBehavior.m_componentPathfinding |
在文件 ComponentAvoidFireBehavior.cs 第 15 行定义.
| float Game.ComponentAvoidFireBehavior.m_dayRange |
在文件 ComponentAvoidFireBehavior.cs 第 23 行定义.
| double Game.ComponentAvoidFireBehavior.m_ignoreFireUntil |
在文件 ComponentAvoidFireBehavior.cs 第 33 行定义.
| float Game.ComponentAvoidFireBehavior.m_importanceLevel |
在文件 ComponentAvoidFireBehavior.cs 第 21 行定义.
| float Game.ComponentAvoidFireBehavior.m_nightRange |
在文件 ComponentAvoidFireBehavior.cs 第 25 行定义.
| float Game.ComponentAvoidFireBehavior.m_periodicEventOffset |
在文件 ComponentAvoidFireBehavior.cs 第 31 行定义.
| Random Game.ComponentAvoidFireBehavior.m_random = new() |
在文件 ComponentAvoidFireBehavior.cs 第 19 行定义.
| StateMachine Game.ComponentAvoidFireBehavior.m_stateMachine = new() |
在文件 ComponentAvoidFireBehavior.cs 第 17 行定义.
| SubsystemCampfireBlockBehavior Game.ComponentAvoidFireBehavior.m_subsystemCampfireBlockBehavior |
在文件 ComponentAvoidFireBehavior.cs 第 11 行定义.
| SubsystemSky Game.ComponentAvoidFireBehavior.m_subsystemSky |
在文件 ComponentAvoidFireBehavior.cs 第 9 行定义.
| SubsystemTime Game.ComponentAvoidFireBehavior.m_subsystemTime |
在文件 ComponentAvoidFireBehavior.cs 第 7 行定义.
| Vector3? Game.ComponentAvoidFireBehavior.m_target |
在文件 ComponentAvoidFireBehavior.cs 第 27 行定义.
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get |
在文件 ComponentAvoidFireBehavior.cs 第 39 行定义.
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get |
在文件 ComponentAvoidFireBehavior.cs 第 37 行定义.
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get |
实现了 Game.IUpdateable.
在文件 ComponentAvoidFireBehavior.cs 第 35 行定义.