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| | PressurePlateElectricElement (SubsystemElectricity subsystemElectricity, CellFace cellFace) |
| void | Press (float pressure) |
| override float | GetOutputVoltage (int face) |
| override bool | Simulate () |
| override void | OnCollide (CellFace cellFace, float velocity, ComponentBody componentBody) |
| override void | OnHitByProjectile (CellFace cellFace, WorldItem worldItem) |
| | 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 bool | OnInteract (TerrainRaycastResult raycastResult, ComponentMiner componentMiner) |
| virtual void | OnConnectionsChanged () |
| int | CalculateHighInputsCount () |
◆ PressurePlateElectricElement()
◆ GetOutputVoltage()
| override float Game.PressurePlateElectricElement.GetOutputVoltage |
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int | face | ) |
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virtual |
◆ OnCollide()
| override void Game.PressurePlateElectricElement.OnCollide |
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CellFace | cellFace, |
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float | velocity, |
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ComponentBody | componentBody ) |
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virtual |
◆ OnHitByProjectile()
| override void Game.PressurePlateElectricElement.OnHitByProjectile |
( |
CellFace | cellFace, |
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WorldItem | worldItem ) |
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virtual |
◆ Press()
| void Game.PressurePlateElectricElement.Press |
( |
float | pressure | ) |
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◆ PressureToVoltage()
| float Game.PressurePlateElectricElement.PressureToVoltage |
( |
float | pressure | ) |
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static |
◆ Simulate()
| override bool Game.PressurePlateElectricElement.Simulate |
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| ) |
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virtual |
◆ m_lastPressFrameIndex
| int Game.PressurePlateElectricElement.m_lastPressFrameIndex |
◆ m_pressure
| float Game.PressurePlateElectricElement.m_pressure |
◆ m_voltage
| float Game.PressurePlateElectricElement.m_voltage |
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