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| virtual void | OnSpiked (SubsystemBlockBehavior spikeBlockBehavior, float damage, CellFace cellFace, float velocity, ComponentBody componentBody, string causeOfDeath) |
| virtual float | CalculateFallDamage () |
| virtual void | Heal (float amount) |
| virtual void | Injure (float amount, ComponentCreature attacker, bool ignoreInvulnerability, string cause) |
| virtual void | Injure (Injury injury) |
| virtual void | Die (Injury injury) |
| virtual void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| override void | Save (ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap) |
| virtual IEnumerable< Entity > | GetOwnedEntities () |
| virtual void | OnEntityAdded () |
| virtual void | OnEntityRemoved () |
| virtual void | Dispose () |
| virtual void | InheritFromComponent (Component baseComponent) |
| virtual void | Initialize (Entity entity, ValuesDictionary valuesDictionary) |
|
| const string | fName = "ComponentHealth" |
|
| virtual float | VoidDamageFactor [get, set] |
| virtual float | AirLackResilience [get, set] |
| virtual float | MagmaResilience [get, set] |
| virtual float | CrushResilience [get, set] |
| virtual float | SpikeResilience [get, set] |
| virtual float | ExplosionResilience [get, set] |
| virtual bool | StackExperienceOnKill [get, set] |
| virtual string | CauseOfDeath [get, set] |
| virtual bool | IsInvulnerable [get, set] |
| virtual float | Health [get, set] |
| virtual float | HealthChange [get, set] |
| virtual BreathingMode | BreathingMode [get, set] |
| virtual float | Air [get, set] |
| virtual float | AirCapacity [get, set] |
| virtual bool | CanStrand [get, set] |
| virtual float | AttackResilience [get, set] |
| | 攻击抗性
|
| virtual float | FallResilience [get, set] |
| | 掉落抗性
|
| virtual float | FireResilience [get, set] |
| | 火焰抗性
|
| virtual ? double | DeathTime [get, set] |
| virtual float | CorpseDuration [get, set] |
| virtual float | AttackResilienceFactor [get, set] |
| | 攻击抗性加成系数
|
| virtual float | FallResilienceFactor [get, set] |
| | 掉落抗性加成系数
|
| virtual float | FireResilienceFactor [get, set] |
| | 火焰伤害抗性系数
|
| virtual float | HealFactor [get, set] |
| | 生命恢复速度系数
|
| UpdateOrder | UpdateOrder [get] |
| virtual Action< ComponentCreature > | Attacked [get, set] |
| virtual Action< Injury > | Injured [get, set] |
| ValuesDictionary | ValuesDictionary [get] |
| Entity | Entity [get] |
| Project | Project [get] |
| bool | IsAddedToProject [get] |
| float | FloatUpdateOrder [get] |
◆ CalculateFallDamage()
| virtual float Game.ComponentHealth.CalculateFallDamage |
( |
| ) |
|
|
virtual |
◆ Die()
| virtual void Game.ComponentHealth.Die |
( |
Injury | injury | ) |
|
|
virtual |
◆ Heal()
| virtual void Game.ComponentHealth.Heal |
( |
float | amount | ) |
|
|
virtual |
◆ Injure() [1/2]
| virtual void Game.ComponentHealth.Injure |
( |
float | amount, |
|
|
ComponentCreature | attacker, |
|
|
bool | ignoreInvulnerability, |
|
|
string | cause ) |
|
virtual |
◆ Injure() [2/2]
| virtual void Game.ComponentHealth.Injure |
( |
Injury | injury | ) |
|
|
virtual |
◆ Load()
◆ OnSpiked()
◆ Save()
◆ Update()
| virtual void Game.ComponentHealth.Update |
( |
float | dt | ) |
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|
virtual |
◆ ExperienceOrbBlockIndex
| int Game.ComponentHealth.ExperienceOrbBlockIndex = 8 |
◆ fName
| const string Game.ComponentHealth.fName = "ComponentHealth" |
|
static |
◆ m_attackResilience
| float Game.ComponentHealth.m_attackResilience |
◆ m_componentCreature
◆ m_componentFactors
◆ m_componentOnFire
◆ m_componentPlayer
◆ m_fallResilience
| float Game.ComponentHealth.m_fallResilience |
◆ m_fireResilience
| float Game.ComponentHealth.m_fireResilience |
◆ m_lastHealth
| float Game.ComponentHealth.m_lastHealth |
◆ m_random
| Random Game.ComponentHealth.m_random = new() |
◆ m_redScreenFactor
| float Game.ComponentHealth.m_redScreenFactor |
◆ m_regenerateLifeEnabled
| bool Game.ComponentHealth.m_regenerateLifeEnabled = true |
◆ m_subsystemGameInfo
◆ m_subsystemParticles
◆ m_subsystemPickables
◆ m_subsystemTerrain
◆ m_subsystemTime
◆ m_subsystemTimeOfDay
◆ m_wasStanding
| bool Game.ComponentHealth.m_wasStanding |
◆ RedScreenFactorInCrush
| float? Game.ComponentHealth.RedScreenFactorInCrush = 1f |
◆ Air
| virtual float Game.ComponentHealth.Air |
|
getset |
◆ AirCapacity
| virtual float Game.ComponentHealth.AirCapacity |
|
getset |
◆ AirLackResilience
| virtual float Game.ComponentHealth.AirLackResilience |
|
getset |
◆ Attacked
◆ AttackResilience
| virtual float Game.ComponentHealth.AttackResilience |
|
getset |
◆ AttackResilienceFactor
| virtual float Game.ComponentHealth.AttackResilienceFactor |
|
getset |
◆ BreathingMode
◆ CanStrand
| virtual bool Game.ComponentHealth.CanStrand |
|
getset |
◆ CauseOfDeath
| virtual string Game.ComponentHealth.CauseOfDeath |
|
getset |
◆ CorpseDuration
| virtual float Game.ComponentHealth.CorpseDuration |
|
getset |
◆ CrushResilience
| virtual float Game.ComponentHealth.CrushResilience |
|
getset |
◆ DeathTime
| virtual ? double Game.ComponentHealth.DeathTime |
|
getset |
◆ ExplosionResilience
| virtual float Game.ComponentHealth.ExplosionResilience |
|
getset |
◆ FallResilience
| virtual float Game.ComponentHealth.FallResilience |
|
getset |
◆ FallResilienceFactor
| virtual float Game.ComponentHealth.FallResilienceFactor |
|
getset |
◆ FireResilience
| virtual float Game.ComponentHealth.FireResilience |
|
getset |
◆ FireResilienceFactor
| virtual float Game.ComponentHealth.FireResilienceFactor |
|
getset |
◆ HealFactor
| virtual float Game.ComponentHealth.HealFactor |
|
getset |
◆ Health
| virtual float Game.ComponentHealth.Health |
|
getset |
◆ HealthChange
| virtual float Game.ComponentHealth.HealthChange |
|
getset |
◆ Injured
| virtual Action<Injury> Game.ComponentHealth.Injured |
|
getset |
◆ IsInvulnerable
| virtual bool Game.ComponentHealth.IsInvulnerable |
|
getset |
◆ MagmaResilience
| virtual float Game.ComponentHealth.MagmaResilience |
|
getset |
◆ SpikeResilience
| virtual float Game.ComponentHealth.SpikeResilience |
|
getset |
◆ StackExperienceOnKill
| virtual bool Game.ComponentHealth.StackExperienceOnKill |
|
getset |
◆ UpdateOrder
◆ VoidDamageFactor
| virtual float Game.ComponentHealth.VoidDamageFactor |
|
getset |
该类的文档由以下文件生成: