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| | SRLatchElectricElement (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 () |
◆ SRLatchElectricElement()
◆ GetOutputVoltage()
| override float Game.SRLatchElectricElement.GetOutputVoltage |
( |
int | face | ) |
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virtual |
◆ Simulate()
| override bool Game.SRLatchElectricElement.Simulate |
( |
| ) |
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virtual |
◆ m_clockAllowed
| bool Game.SRLatchElectricElement.m_clockAllowed = true |
◆ m_resetAllowed
| bool Game.SRLatchElectricElement.m_resetAllowed = true |
◆ m_setAllowed
| bool Game.SRLatchElectricElement.m_setAllowed = true |
◆ m_voltage
| float Game.SRLatchElectricElement.m_voltage |
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