Survivalcraft API 1.8.2.3 v1.8.2.3
Survivalcraft 2.4
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Game.ComponentFishModel
类 Game.ComponentFishModel 继承关系图:
Game.ComponentFishModel 的协作图:

Public 成员函数

override void Update (float dt)
override void AnimateCreature ()
override void Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
override void SetModel (Model model)
override Vector3 CalculateEyePosition ()
Public 成员函数 继承自 Game.ComponentCreatureModel
override void Animate ()
void AnimateCreature ()
override void OnEntityAdded ()
virtual Quaternion CalculateEyeRotation ()
Public 成员函数 继承自 Game.ComponentModel
virtual ? Matrix GetBoneTransform (int boneIndex)
virtual void SetBoneTransform (int boneIndex, Matrix? transformation)
virtual void CalculateAbsoluteBonesTransforms (Camera camera)
virtual void CalculateIsVisible (Camera camera)
virtual void DrawExtras (Camera camera)
override void Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap)
virtual void ProcessBoneHierarchy (ModelBone modelBone, Matrix currentTransform, Matrix[] transforms)
Public 成员函数 继承自 GameEntitySystem.Component
virtual IEnumerable< EntityGetOwnedEntities ()
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

ModelBone m_bodyBone
ModelBone m_tail1Bone
ModelBone m_tail2Bone
ModelBone m_jawBone
float m_swimAnimationSpeed
bool m_hasVerticalTail
float m_bitingPhase
float m_tailWagPhase
Vector2 m_tailTurn
float m_digInDepth
float m_digInTailPhase
Public 属性 继承自 Game.ComponentCreatureModel
SubsystemTime m_subsystemTime
SubsystemGameInfo m_subsystemGameInfo
ComponentCreature m_componentCreature
Vector3m_eyePosition
Quaternionm_eyeRotation
float m_injuryColorFactor
Vector3 m_randomLookPoint
Random m_random = new()
Public 属性 继承自 Game.ComponentModel
SubsystemSky m_subsystemSky
bool IsSet
bool Animated
bool IsExtrasDrawn
ComponentFrame m_componentFrame
Model m_model
Matrix?[] m_boneTransforms
float m_boundingSphereRadius
Public 属性 继承自 GameEntitySystem.Component
Entity m_entity
ValuesDictionary m_valuesDictionary

属性

float? BendOrder [get, set]
float DigInOrder [get, set]
override float AttackPhase [get, set]
属性 继承自 Game.ComponentCreatureModel
float Bob [get, set]
float MovementAnimationPhase [get, set]
float DeathPhase [get, set]
Vector3 DeathCauseOffset [get, set]
Vector3LookAtOrder [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]
属性 继承自 Game.ComponentModel
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]
Vector3DiffuseColor [get, set]
Vector4EmissionColor [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]
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 ()

详细描述

在文件 ComponentFishModel.cs7 行定义.

成员函数说明

◆ AnimateCreature()

override void Game.ComponentFishModel.AnimateCreature ( )

在文件 ComponentFishModel.cs100 行定义.

函数调用图:

◆ CalculateEyePosition()

override Vector3 Game.ComponentFishModel.CalculateEyePosition ( )
virtual

重载 Game.ComponentCreatureModel .

在文件 ComponentFishModel.cs200 行定义.

函数调用图:

◆ Load()

override void Game.ComponentFishModel.Load ( ValuesDictionary valuesDictionary,
IdToEntityMap idToEntityMap )
virtual

重载 Game.ComponentCreatureModel .

在文件 ComponentFishModel.cs175 行定义.

◆ SetModel()

override void Game.ComponentFishModel.SetModel ( Model model)
virtual

重载 Game.ComponentModel .

在文件 ComponentFishModel.cs181 行定义.

◆ Update()

override void Game.ComponentFishModel.Update ( float dt)
virtual

重载 Game.ComponentCreatureModel .

在文件 ComponentFishModel.cs39 行定义.

函数调用图:

类成员变量说明

◆ m_bitingPhase

float Game.ComponentFishModel.m_bitingPhase

在文件 ComponentFishModel.cs20 行定义.

◆ m_bodyBone

ModelBone Game.ComponentFishModel.m_bodyBone

在文件 ComponentFishModel.cs8 行定义.

◆ m_digInDepth

float Game.ComponentFishModel.m_digInDepth

在文件 ComponentFishModel.cs26 行定义.

◆ m_digInTailPhase

float Game.ComponentFishModel.m_digInTailPhase

在文件 ComponentFishModel.cs28 行定义.

◆ m_hasVerticalTail

bool Game.ComponentFishModel.m_hasVerticalTail

在文件 ComponentFishModel.cs18 行定义.

◆ m_jawBone

ModelBone Game.ComponentFishModel.m_jawBone

在文件 ComponentFishModel.cs14 行定义.

◆ m_swimAnimationSpeed

float Game.ComponentFishModel.m_swimAnimationSpeed

在文件 ComponentFishModel.cs16 行定义.

◆ m_tail1Bone

ModelBone Game.ComponentFishModel.m_tail1Bone

在文件 ComponentFishModel.cs10 行定义.

◆ m_tail2Bone

ModelBone Game.ComponentFishModel.m_tail2Bone

在文件 ComponentFishModel.cs12 行定义.

◆ m_tailTurn

Vector2 Game.ComponentFishModel.m_tailTurn

在文件 ComponentFishModel.cs24 行定义.

◆ m_tailWagPhase

float Game.ComponentFishModel.m_tailWagPhase

在文件 ComponentFishModel.cs22 行定义.

属性说明

◆ AttackPhase

override float Game.ComponentFishModel.AttackPhase
getset

在文件 ComponentFishModel.cs34 行定义.

◆ BendOrder

float? Game.ComponentFishModel.BendOrder
getset

在文件 ComponentFishModel.cs30 行定义.

◆ DigInOrder

float Game.ComponentFishModel.DigInOrder
getset

在文件 ComponentFishModel.cs32 行定义.


该类的文档由以下文件生成: