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| | DelayGateElectricElement (SubsystemElectricity subsystemElectricity, CellFace cellFace) |
| | BaseDelayGateElectricElement (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 () |
◆ DelayGateElectricElement()
◆ CountDelayPredecessors()
◆ m_delaysByPredecessorsCount
| int [] Game.DelayGateElectricElement.m_delaysByPredecessorsCount = [20, 80, 400] |
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static |
◆ m_delaySteps
| int? Game.DelayGateElectricElement.m_delaySteps |
◆ m_lastDelayCalculationStep
| int Game.DelayGateElectricElement.m_lastDelayCalculationStep |
◆ DelaySteps
| override int Game.DelayGateElectricElement.DelaySteps |
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get |
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