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| | CounterElectricElement (SubsystemElectricity subsystemElectricity, CellFace cellFace) |
| override float | GetOutputVoltage (int face) |
| override bool | Simulate () |
| | RotateableElectricElement (SubsystemElectricity subsystemElectricity, CellFace cellFace) |
| override bool | OnInteract (TerrainRaycastResult raycastResult, ComponentMiner componentMiner) |
| | MountedElectricElement (SubsystemElectricity subsystemElectricity, CellFace cellFace) |
| override void | OnNeighborBlockChanged (CellFace cellFace, int neighborX, int neighborY, int neighborZ) |
| | ElectricElement (SubsystemElectricity subsystemElectricity, IEnumerable< CellFace > cellFaces) |
| | ElectricElement (SubsystemElectricity subsystemElectricity, CellFace cellFace) |
| virtual void | OnAdded () |
| virtual void | OnRemoved () |
| virtual void | OnCollide (CellFace cellFace, float velocity, ComponentBody componentBody) |
| virtual void | OnHitByProjectile (CellFace cellFace, WorldItem worldItem) |
| virtual void | OnConnectionsChanged () |
| int | CalculateHighInputsCount () |
◆ CounterElectricElement()
◆ GetOutputVoltage()
| override float Game.CounterElectricElement.GetOutputVoltage |
( |
int | face | ) |
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virtual |
◆ Simulate()
| override bool Game.CounterElectricElement.Simulate |
( |
| ) |
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virtual |
◆ m_counter
| int Game.CounterElectricElement.m_counter |
◆ m_minusAllowed
| bool Game.CounterElectricElement.m_minusAllowed = true |
◆ m_overflow
| bool Game.CounterElectricElement.m_overflow |
◆ m_plusAllowed
| bool Game.CounterElectricElement.m_plusAllowed = true |
◆ m_resetAllowed
| bool Game.CounterElectricElement.m_resetAllowed = true |
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