|
| override float | AttackPhase [get, set] |
| override float | AttackFactor [get, set] |
| 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] |
◆ AnimateCreature()
| override void Game.ComponentHumanModel.AnimateCreature |
( |
| ) |
|
◆ CalculateEyePosition()
| override Vector3 Game.ComponentHumanModel.CalculateEyePosition |
( |
| ) |
|
|
virtual |
◆ CalculateEyeRotation()
| override Quaternion Game.ComponentHumanModel.CalculateEyeRotation |
( |
| ) |
|
|
virtual |
◆ DrawExtras()
| override void Game.ComponentHumanModel.DrawExtras |
( |
Camera | camera | ) |
|
|
virtual |
◆ Load()
◆ SetModel()
| override void Game.ComponentHumanModel.SetModel |
( |
Model | model | ) |
|
|
virtual |
◆ Update()
| override void Game.ComponentHumanModel.Update |
( |
float | dt | ) |
|
|
virtual |
◆ m_aimHandAngle
| float Game.ComponentHumanModel.m_aimHandAngle |
◆ m_bodyBone
| ModelBone Game.ComponentHumanModel.m_bodyBone |
◆ m_componentMiner
◆ m_componentPlayer
◆ m_componentRider
◆ m_componentSleep
◆ m_drawBlockEnvironmentData
◆ m_footstepsPhase
| float Game.ComponentHumanModel.m_footstepsPhase |
◆ m_hand1Bone
| ModelBone Game.ComponentHumanModel.m_hand1Bone |
◆ m_hand2Bone
| ModelBone Game.ComponentHumanModel.m_hand2Bone |
◆ m_handAngles1
| Vector2 Game.ComponentHumanModel.m_handAngles1 |
◆ m_handAngles2
| Vector2 Game.ComponentHumanModel.m_handAngles2 |
◆ m_headAngles
| Vector2 Game.ComponentHumanModel.m_headAngles |
◆ m_headBone
| ModelBone Game.ComponentHumanModel.m_headBone |
◆ m_headingOffset
| float Game.ComponentHumanModel.m_headingOffset |
◆ m_inHandItemOffset
| Vector3 Game.ComponentHumanModel.m_inHandItemOffset |
◆ m_inHandItemRotation
| Vector3 Game.ComponentHumanModel.m_inHandItemRotation |
◆ m_leg1Bone
| ModelBone Game.ComponentHumanModel.m_leg1Bone |
◆ m_leg2Bone
| ModelBone Game.ComponentHumanModel.m_leg2Bone |
◆ m_legAngles1
| Vector2 Game.ComponentHumanModel.m_legAngles1 |
◆ m_legAngles2
| Vector2 Game.ComponentHumanModel.m_legAngles2 |
◆ m_lieDownFactorEye
| float Game.ComponentHumanModel.m_lieDownFactorEye |
◆ m_lieDownFactorModel
| float Game.ComponentHumanModel.m_lieDownFactorModel |
◆ m_punchCounter
| int Game.ComponentHumanModel.m_punchCounter |
◆ m_punchFactor
| float Game.ComponentHumanModel.m_punchFactor |
◆ m_punchPhase
| float Game.ComponentHumanModel.m_punchPhase |
◆ m_rowLeft
| bool Game.ComponentHumanModel.m_rowLeft |
◆ m_rowRight
| bool Game.ComponentHumanModel.m_rowRight |
◆ m_sneakFactor
| float Game.ComponentHumanModel.m_sneakFactor |
◆ m_subsystemAudio
◆ m_subsystemModelsRenderer
◆ m_subsystemNoise
◆ m_subsystemTerrain
◆ m_walkAnimationSpeed
| float Game.ComponentHumanModel.m_walkAnimationSpeed |
◆ m_walkBobHeight
| float Game.ComponentHumanModel.m_walkBobHeight |
◆ m_walkLegsAngle
| float Game.ComponentHumanModel.m_walkLegsAngle |
◆ AttackFactor
| override float Game.ComponentHumanModel.AttackFactor |
|
getset |
◆ AttackPhase
| override float Game.ComponentHumanModel.AttackPhase |
|
getset |
该类的文档由以下文件生成: