|
| delegate float | CalcVisibilityRangeDelegate () |
| override void | Load (ValuesDictionary valuesDictionary) |
| | 在进入加载存档时执行
|
| virtual void | Save (SubsystemProjectiles subsystemProjectiles, ValuesDictionary valuesDictionary) |
| virtual void | InitializeData (Func< Terrain > terrain, Func< DrawBlockEnvironmentData > drawBlockEnvironmentData, Func< float > calcVisibilityRange, Func< SubsystemSky.CalculateFogDelegate > calculateFog, Func< PrimitivesRenderer3D > primitivesRenderer) |
| virtual void | Initialize (int value, Vector3 position, Vector3 velocity, Vector3 angularVelocity, Entity owner) |
| virtual void | Initialize (int value, Vector3 position, Vector3 velocity, Vector3 angularVelocity, ComponentCreature owner) |
| virtual void | Raycast (float dt, out BodyRaycastResult? bodyRaycastResult, out TerrainRaycastResult? terrainRaycastResult) |
| virtual void | Update (float dt) |
| virtual void | UpdateTimeToRemove () |
| virtual void | OnProjectileFlyOutOfLoadedChunks () |
| virtual bool | ProcessOnHitAsProjectileBlockBehavior (CellFace? cellFace, ComponentBody componentBody, float dt) |
| virtual void | HitBody (BodyRaycastResult bodyRaycastResult, ref Vector3 positionAtdt) |
| virtual void | HitTerrain (TerrainRaycastResult terrainRaycastResult, CellFace cellFace, ref Vector3 positionAtdt, ref Vector3? pickableStuckMatrix) |
| virtual void | TurnIntoPickable (Vector3? pickableStuckMatrix) |
| virtual void | UpdateInChunk (float dt) |
| virtual void | UpdateMovement (float dt, ref Vector3 positionAtdt) |
| virtual void | UpdateTrailParticleSystem (float dt) |
| virtual void | MakeNoise () |
| override void | UnderExplosion (Vector3 impulse, float damage) |
| virtual void | Draw (Camera camera, int drawOrder) |
◆ CalcVisibilityRangeDelegate()
| delegate float Game.Projectile.CalcVisibilityRangeDelegate |
( |
| ) |
|
◆ Draw()
| virtual void Game.Projectile.Draw |
( |
Camera | camera, |
|
|
int | drawOrder ) |
|
virtual |
◆ HitBody()
◆ HitTerrain()
◆ Initialize() [1/2]
◆ Initialize() [2/2]
◆ InitializeData()
◆ Load()
◆ MakeNoise()
| virtual void Game.Projectile.MakeNoise |
( |
| ) |
|
|
virtual |
◆ OnProjectileFlyOutOfLoadedChunks()
| virtual void Game.Projectile.OnProjectileFlyOutOfLoadedChunks |
( |
| ) |
|
|
virtual |
◆ ProcessOnHitAsProjectileBlockBehavior()
| virtual bool Game.Projectile.ProcessOnHitAsProjectileBlockBehavior |
( |
CellFace? | cellFace, |
|
|
ComponentBody | componentBody, |
|
|
float | dt ) |
|
virtual |
◆ Raycast()
◆ Save()
◆ TurnIntoPickable()
| virtual void Game.Projectile.TurnIntoPickable |
( |
Vector3? | pickableStuckMatrix | ) |
|
|
virtual |
◆ UnderExplosion()
| override void Game.Projectile.UnderExplosion |
( |
Vector3 | impulse, |
|
|
float | damage ) |
|
virtual |
◆ Update()
| virtual void Game.Projectile.Update |
( |
float | dt | ) |
|
|
virtual |
◆ UpdateInChunk()
| virtual void Game.Projectile.UpdateInChunk |
( |
float | dt | ) |
|
|
virtual |
◆ UpdateMovement()
| virtual void Game.Projectile.UpdateMovement |
( |
float | dt, |
|
|
ref Vector3 | positionAtdt ) |
|
virtual |
◆ UpdateTimeToRemove()
| virtual void Game.Projectile.UpdateTimeToRemove |
( |
| ) |
|
|
virtual |
◆ UpdateTrailParticleSystem()
| virtual void Game.Projectile.UpdateTrailParticleSystem |
( |
float | dt | ) |
|
|
virtual |
◆ AngularVelocity
| Vector3 Game.Projectile.AngularVelocity |
◆ BodiesToIgnore
◆ BodyCollidable
| bool Game.Projectile.BodyCollidable = true |
◆ CalculateFog
◆ CalcVisibilityRange
| Func<float> Game.Projectile.CalcVisibilityRange |
◆ CurrnetTerrain
| Func<Terrain> Game.Projectile.CurrnetTerrain |
◆ DamageToPickable
| int Game.Projectile.DamageToPickable = 1 |
◆ Damping
| float Game.Projectile.Damping = -1f |
◆ DampingInFluid
| float Game.Projectile.DampingInFluid = 0.001f |
◆ DrawBlockEnvironmentData
| Func<DrawBlockEnvironmentData> Game.Projectile.DrawBlockEnvironmentData |
◆ Gravity
| float Game.Projectile.Gravity = 10f |
◆ IsIncendiary
| bool Game.Projectile.IsIncendiary |
◆ IsInFluid
| bool Game.Projectile.IsInFluid |
◆ LastNoiseTime
| double Game.Projectile.LastNoiseTime |
◆ m_attackPower
| float? Game.Projectile.m_attackPower |
◆ m_random
| Random Game.Projectile.m_random = new() |
|
private |
◆ m_subsystemProjectiles
◆ m_subsystemTerrain
◆ NoChunk
| bool Game.Projectile.NoChunk |
◆ OnRemove
| Action Game.Projectile.OnRemove |
◆ OwnerEntity
| Entity Game.Projectile.OwnerEntity |
◆ PrimitivesRenderer
◆ Project
| Project Game.Projectile.Project |
◆ ProjectileStoppedAction
◆ Rotation
◆ StopTrailParticleInFluid
| bool Game.Projectile.StopTrailParticleInFluid = true |
◆ TerrainCollidable
| bool Game.Projectile.TerrainCollidable = true |
◆ TerrainKnockBack
| float Game.Projectile.TerrainKnockBack = 0.3f |
◆ TrailOffset
| Vector3 Game.Projectile.TrailOffset |
◆ TrailParticleSystem
◆ TurnIntoPickableBlockValue
| int? Game.Projectile.TurnIntoPickableBlockValue = null |
◆ AttackPower
| virtual float Game.Projectile.AttackPower |
|
getset |
◆ IsInWater
| bool Game.Projectile.IsInWater |
|
getset |
◆ MinVelocityToAttack
| virtual float Game.Projectile.MinVelocityToAttack = 10f |
|
getset |
◆ Owner
◆ SubsystemAudio
| SubsystemAudio Game.Projectile.SubsystemAudio |
|
getprotected |
◆ SubsystemParticles
| SubsystemParticles Game.Projectile.SubsystemParticles |
|
getprotected |
◆ SubsystemPickables
| SubsystemPickables Game.Projectile.SubsystemPickables |
|
getprotected |
◆ SubsystemProjectiles
| SubsystemProjectiles Game.Projectile.SubsystemProjectiles |
|
get |
◆ SubsystemTerrain
| SubsystemTerrain Game.Projectile.SubsystemTerrain |
|
get |
该类的文档由以下文件生成:
- E:/sc/doxygen/SurvivalcraftApi 1.8.2.3/Survivalcraft.Windows/Game/Projectile.cs