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| | MultistateFurnitureElectricElement (SubsystemElectricity subsystemElectricity, Point3 point) |
| override bool | Simulate () |
| | FurnitureElectricElement (SubsystemElectricity subsystemElectricity, Point3 point) |
| | ElectricElement (SubsystemElectricity subsystemElectricity, IEnumerable< CellFace > cellFaces) |
| | ElectricElement (SubsystemElectricity subsystemElectricity, CellFace cellFace) |
| virtual float | GetOutputVoltage (int face) |
| virtual void | OnAdded () |
| virtual void | OnRemoved () |
| virtual void | OnNeighborBlockChanged (CellFace cellFace, int neighborX, int neighborY, int neighborZ) |
| virtual bool | OnInteract (TerrainRaycastResult raycastResult, ComponentMiner componentMiner) |
| virtual void | OnCollide (CellFace cellFace, float velocity, ComponentBody componentBody) |
| virtual void | OnHitByProjectile (CellFace cellFace, WorldItem worldItem) |
| virtual void | OnConnectionsChanged () |
| int | CalculateHighInputsCount () |
◆ MultistateFurnitureElectricElement()
| Game.MultistateFurnitureElectricElement.MultistateFurnitureElectricElement |
( |
SubsystemElectricity | subsystemElectricity, |
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Point3 | point ) |
◆ Simulate()
| override bool Game.MultistateFurnitureElectricElement.Simulate |
( |
| ) |
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virtual |
◆ m_isActionAllowed
| bool Game.MultistateFurnitureElectricElement.m_isActionAllowed |
◆ m_lastActionTime
| double? Game.MultistateFurnitureElectricElement.m_lastActionTime |
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