|
| float | Bob [get, set] |
| float | MovementAnimationPhase [get, set] |
| float | DeathPhase [get, set] |
| Vector3 | DeathCauseOffset [get, set] |
| Vector3? | LookAtOrder [get, set] |
| bool | LookRandomOrder [get, set] |
| float | HeadShakeOrder [get, set] |
| bool | AttackOrder [get, set] |
| bool | FeedOrder [get, set] |
| bool | RowLeftOrder [get, set] |
| bool | RowRightOrder [get, set] |
| float | AimHandAngleOrder [get, set] |
| Vector3 | InHandItemOffsetOrder [get, set] |
| Vector3 | InHandItemRotationOrder [get, set] |
| bool | IsAttackHitMoment [get, set] |
| virtual float | AttackPhase [get, set] |
| virtual float | AttackFactor [get, set] |
| Vector3 | EyePosition [get] |
| Quaternion | EyeRotation [get] |
| UpdateOrder | UpdateOrder [get] |
| Vector3 | ModelOffset [get, set] |
| | 模型偏移
|
| float | Transparent [get, set] |
| | 模型透明度
|
| float | ModelScale [get, set] |
| | 模型大小缩放
|
| string | TextureRoute [get, set] |
| | 纹理路径
|
| string | ModelRoute [get, set] |
| | 模型路径
|
| float? | Opacity [get, set] |
| Vector3? | DiffuseColor [get, set] |
| Vector4? | EmissionColor [get, set] |
| Model | Model [get, set] |
| Texture2D | TextureOverride [get, set] |
| virtual Func< bool > | OnAnimate [get, set] |
| bool | CastsShadow [get, set] |
| int | PrepareOrder [get, set] |
| virtual ModelRenderingMode | RenderingMode [get, set] |
| int[] | MeshDrawOrders [get, set] |
| bool | IsVisibleForCamera [get, set] |
| Matrix[] | AbsoluteBoneTransformsForCamera [get, set] |
| ValuesDictionary | ValuesDictionary [get] |
| Entity | Entity [get] |
| Project | Project [get] |
| bool | IsAddedToProject [get] |
| float | FloatUpdateOrder [get] |
◆ Animate()
| override void Game.ComponentCreatureModel.Animate |
( |
| ) |
|
|
virtual |
◆ AnimateCreature()
| void Game.ComponentCreatureModel.AnimateCreature |
( |
| ) |
|
|
abstract |
◆ CalculateEyePosition()
| virtual Vector3 Game.ComponentCreatureModel.CalculateEyePosition |
( |
| ) |
|
|
virtual |
◆ CalculateEyeRotation()
| virtual Quaternion Game.ComponentCreatureModel.CalculateEyeRotation |
( |
| ) |
|
|
virtual |
◆ Load()
◆ OnEntityAdded()
| override void Game.ComponentCreatureModel.OnEntityAdded |
( |
| ) |
|
|
virtual |
◆ Update()
| virtual void Game.ComponentCreatureModel.Update |
( |
float | dt | ) |
|
|
virtual |
◆ m_componentCreature
◆ m_eyePosition
| Vector3? Game.ComponentCreatureModel.m_eyePosition |
◆ m_eyeRotation
| Quaternion? Game.ComponentCreatureModel.m_eyeRotation |
◆ m_injuryColorFactor
| float Game.ComponentCreatureModel.m_injuryColorFactor |
◆ m_random
| Random Game.ComponentCreatureModel.m_random = new() |
◆ m_randomLookPoint
| Vector3 Game.ComponentCreatureModel.m_randomLookPoint |
◆ m_subsystemGameInfo
◆ m_subsystemTime
◆ AimHandAngleOrder
| float Game.ComponentCreatureModel.AimHandAngleOrder |
|
getset |
◆ AttackFactor
| virtual float Game.ComponentCreatureModel.AttackFactor |
|
getset |
◆ AttackOrder
| bool Game.ComponentCreatureModel.AttackOrder |
|
getset |
◆ AttackPhase
| virtual float Game.ComponentCreatureModel.AttackPhase |
|
getset |
◆ Bob
| float Game.ComponentCreatureModel.Bob |
|
getset |
◆ DeathCauseOffset
| Vector3 Game.ComponentCreatureModel.DeathCauseOffset |
|
getset |
◆ DeathPhase
| float Game.ComponentCreatureModel.DeathPhase |
|
getset |
◆ EyePosition
| Vector3 Game.ComponentCreatureModel.EyePosition |
|
get |
◆ EyeRotation
| Quaternion Game.ComponentCreatureModel.EyeRotation |
|
get |
◆ FeedOrder
| bool Game.ComponentCreatureModel.FeedOrder |
|
getset |
◆ HeadShakeOrder
| float Game.ComponentCreatureModel.HeadShakeOrder |
|
getset |
◆ InHandItemOffsetOrder
| Vector3 Game.ComponentCreatureModel.InHandItemOffsetOrder |
|
getset |
◆ InHandItemRotationOrder
| Vector3 Game.ComponentCreatureModel.InHandItemRotationOrder |
|
getset |
◆ IsAttackHitMoment
| bool Game.ComponentCreatureModel.IsAttackHitMoment |
|
getset |
◆ LookAtOrder
| Vector3? Game.ComponentCreatureModel.LookAtOrder |
|
getset |
◆ LookRandomOrder
| bool Game.ComponentCreatureModel.LookRandomOrder |
|
getset |
◆ MovementAnimationPhase
| float Game.ComponentCreatureModel.MovementAnimationPhase |
|
getset |
◆ RowLeftOrder
| bool Game.ComponentCreatureModel.RowLeftOrder |
|
getset |
◆ RowRightOrder
| bool Game.ComponentCreatureModel.RowRightOrder |
|
getset |
◆ UpdateOrder
该类的文档由以下文件生成: