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| virtual void | SetDestination (Vector3? destination, float speed, float range, bool ignoreHeightDifference, bool raycastDestination, bool takeRisks, ComponentBody doNotAvoidBody) |
| virtual void | Stop () |
| virtual void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| virtual bool | ShouldAvoidBlock (Block block, int cellValue) |
| virtual bool | IsTerrainSafeToGo (Vector3 position, Vector3 direction) |
| | 地形是否安全可通行
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| virtual ComponentBody | FindNearestBodyInFront (Vector3 position, Vector2 direction) |
| virtual Vector3 | AvoidNearestBody (Vector3 position, Vector3 destination) |
| virtual IEnumerable< Entity > | GetOwnedEntities () |
| virtual void | OnEntityAdded () |
| 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) |
◆ AvoidNearestBody()
◆ CombineNullables() [1/2]
◆ CombineNullables() [2/2]
◆ FindNearestBodyInFront()
◆ IsTerrainSafeToGo()
| virtual bool Game.ComponentPilot.IsTerrainSafeToGo |
( |
Vector3 | position, |
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Vector3 | direction ) |
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virtual |
◆ Load()
◆ SetDestination()
| virtual void Game.ComponentPilot.SetDestination |
( |
Vector3? | destination, |
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float | speed, |
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float | range, |
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bool | ignoreHeightDifference, |
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bool | raycastDestination, |
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bool | takeRisks, |
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ComponentBody | doNotAvoidBody ) |
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virtual |
◆ ShouldAvoidBlock()
| virtual bool Game.ComponentPilot.ShouldAvoidBlock |
( |
Block | block, |
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int | cellValue ) |
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virtual |
◆ Stop()
| virtual void Game.ComponentPilot.Stop |
( |
| ) |
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virtual |
◆ Update()
| virtual void Game.ComponentPilot.Update |
( |
float | dt | ) |
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virtual |
◆ DrawPilotDestination
| bool Game.ComponentPilot.DrawPilotDestination |
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static |
◆ m_aboveBelowTime
| double? Game.ComponentPilot.m_aboveBelowTime |
◆ m_componentCreature
◆ m_flyOrder
| Vector3? Game.ComponentPilot.m_flyOrder |
◆ m_jumpOrder
| float Game.ComponentPilot.m_jumpOrder |
◆ m_lastStuckCheckPosition
| Vector3? Game.ComponentPilot.m_lastStuckCheckPosition |
◆ m_lastStuckCheckTime
| double Game.ComponentPilot.m_lastStuckCheckTime |
◆ m_maxFallHeight
| int Game.ComponentPilot.m_maxFallHeight = 5 |
◆ m_maxFallHeightRisk
| int Game.ComponentPilot.m_maxFallHeightRisk = 7 |
◆ m_nearbyBodies
| DynamicArray<ComponentBody> Game.ComponentPilot.m_nearbyBodies = [] |
◆ m_nextBodiesUpdateTime
| double Game.ComponentPilot.m_nextBodiesUpdateTime |
◆ m_nextUpdateTime
| double Game.ComponentPilot.m_nextUpdateTime |
◆ m_random
| Random Game.ComponentPilot.m_random = new() |
◆ m_stuckCount
| int Game.ComponentPilot.m_stuckCount |
◆ m_subsystemBodies
◆ m_subsystemTerrain
◆ m_subsystemTime
◆ m_swimOrder
| Vector3? Game.ComponentPilot.m_swimOrder |
◆ m_turnOrder
| Vector2 Game.ComponentPilot.m_turnOrder |
◆ m_walkOrder
| Vector2? Game.ComponentPilot.m_walkOrder |
◆ Destination
| Vector3? Game.ComponentPilot.Destination |
|
getset |
◆ DoNotAvoidBody
◆ IgnoreHeightDifference
| bool Game.ComponentPilot.IgnoreHeightDifference |
|
getset |
◆ IsStuck
| bool Game.ComponentPilot.IsStuck |
|
getset |
◆ Range
| float Game.ComponentPilot.Range |
|
getset |
◆ RaycastDestination
| bool Game.ComponentPilot.RaycastDestination |
|
getset |
◆ Speed
| float Game.ComponentPilot.Speed |
|
getset |
◆ TakeRisks
| bool Game.ComponentPilot.TakeRisks |
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getset |
◆ UpdateOrder
该类的文档由以下文件生成:
- E:/sc/doxygen/SurvivalcraftApi 1.8.2.3/Survivalcraft.Windows/Component/ComponentPilot.cs