|
| static string | fName = "ComponentFactors" |
◆ CalculateFactorsResult()
| float Game.ComponentFactors.CalculateFactorsResult |
( |
ICollection< Factor > | factors | ) |
|
|
static |
◆ CalculateHungerFactor()
| virtual float Game.ComponentFactors.CalculateHungerFactor |
( |
ICollection< Factor > | factors | ) |
|
|
virtual |
◆ CalculateOtherFactorsResult()
| virtual void Game.ComponentFactors.CalculateOtherFactorsResult |
( |
| ) |
|
|
virtual |
◆ CalculateResilienceFactor()
| virtual float Game.ComponentFactors.CalculateResilienceFactor |
( |
ICollection< Factor > | factors | ) |
|
|
virtual |
◆ CalculateSpeedFactor()
| virtual float Game.ComponentFactors.CalculateSpeedFactor |
( |
ICollection< Factor > | factors | ) |
|
|
virtual |
◆ CalculateStrengthFactor()
| virtual float Game.ComponentFactors.CalculateStrengthFactor |
( |
ICollection< Factor > | factors | ) |
|
|
virtual |
◆ GenerateHungerFactors()
| virtual void Game.ComponentFactors.GenerateHungerFactors |
( |
| ) |
|
|
virtual |
◆ GenerateOtherFactors()
| virtual void Game.ComponentFactors.GenerateOtherFactors |
( |
| ) |
|
|
virtual |
◆ GenerateResilienceFactors()
| virtual void Game.ComponentFactors.GenerateResilienceFactors |
( |
| ) |
|
|
virtual |
◆ GenerateSpeedFactors()
| virtual void Game.ComponentFactors.GenerateSpeedFactors |
( |
| ) |
|
|
virtual |
◆ GenerateStrengthFactors()
| virtual void Game.ComponentFactors.GenerateStrengthFactors |
( |
| ) |
|
|
virtual |
◆ GetOtherFactorResult()
| virtual float Game.ComponentFactors.GetOtherFactorResult |
( |
string | factorName, |
|
|
bool | recalculate = false, |
|
|
bool | throwIfNotFound = false ) |
|
virtual |
◆ Load()
◆ Update()
| virtual void Game.ComponentFactors.Update |
( |
float | dt | ) |
|
|
virtual |
◆ fName
| string Game.ComponentFactors.fName = "ComponentFactors" |
|
static |
◆ m_hungerFactors
| List<Factor> Game.ComponentFactors.m_hungerFactors = [] |
◆ m_random
| Random Game.ComponentFactors.m_random = new() |
◆ m_resilienceFactors
| List<Factor> Game.ComponentFactors.m_resilienceFactors = [] |
◆ m_speedFactors
| List<Factor> Game.ComponentFactors.m_speedFactors = [] |
◆ m_strengthFactors
| List<Factor> Game.ComponentFactors.m_strengthFactors = [] |
◆ m_subsystemAudio
◆ m_subsystemGameInfo
◆ m_subsystemTime
◆ OtherFactors
| Dictionary<string, List<Factor> > Game.ComponentFactors.OtherFactors = new() |
模组如果有自定义的Factors,可以使用这个OtherFactors。例如使用OtherFactors["AttackRate"]来定义攻击频率。
在文件 ComponentFactors.cs 第 18 行定义.
◆ OtherFactorsResults
| Dictionary<string, float> Game.ComponentFactors.OtherFactorsResults = new() |
◆ HungerFactor
| float Game.ComponentFactors.HungerFactor = 1f |
|
getset |
◆ ResilienceFactor
| float Game.ComponentFactors.ResilienceFactor = 1f |
|
getset |
◆ SpeedFactor
| float Game.ComponentFactors.SpeedFactor = 1f |
|
getset |
◆ StrengthFactor
| float Game.ComponentFactors.StrengthFactor = 1f |
|
getset |
◆ UpdateOrder
该类的文档由以下文件生成: