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Survivalcraft API 1.8.2.3 v1.8.2.3
Survivalcraft 2.4
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Public 成员函数 | |
| void | OnElectricElementBlockGenerated (int x, int y, int z) |
| void | OnElectricElementBlockAdded (int x, int y, int z) |
| void | OnElectricElementBlockRemoved (int x, int y, int z) |
| void | OnElectricElementBlockModified (int x, int y, int z) |
| void | OnChunkDiscarding (TerrainChunk chunk) |
| void | GetAllConnectedNeighbors (int x, int y, int z, int mountingFace, DynamicArray< ElectricConnectionPath > list) |
| ElectricElement | GetElectricElement (int x, int y, int z, int mountingFace) |
| void | QueueElectricElementForSimulation (ElectricElement electricElement, int circuitStep) |
| void | QueueElectricElementConnectionsForSimulation (ElectricElement electricElement, int circuitStep) |
| float? | ReadPersistentVoltage (Point3 point) |
| void | WritePersistentVoltage (Point3 point, float voltage) |
| virtual void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary) |
| override void | Save (ValuesDictionary valuesDictionary) |
| void | SimulateElectricElement (ElectricElement electricElement) |
| void | AddElectricElement (ElectricElement electricElement) |
| void | RemoveElectricElement (ElectricElement electricElement) |
| virtual void | UpdateElectricElements () |
| void | AddWireDomains () |
| void | RemoveWireDomains () |
| void | ScanWireDomain (CellFace startCellFace, Dictionary< CellFace, bool > visited, Dictionary< CellFace, bool > result) |
| Dictionary< ElectricElement, bool > | GetListFromCache () |
| void | ReturnListToCache (Dictionary< ElectricElement, bool > list) |
| void | DebugDraw () |
| Public 成员函数 继承自 GameEntitySystem.Subsystem | |
| virtual void | OnEntityAdded (Entity entity) |
| virtual void | OnEntityRemoved (Entity entity) |
| virtual void | Dispose () |
| virtual void | Initialize (Project project, ValuesDictionary valuesDictionary) |
静态 Public 成员函数 | |
| static ? ElectricConnectorDirection | GetConnectorDirection (int mountingFace, int rotation, int connectorFace) |
| static int | GetConnectorFace (int mountingFace, ElectricConnectorDirection connectionDirection) |
| static ElectricConnectionPath | GetConnectionPath (int mountingFace, ElectricConnectorDirection localConnector, int neighborIndex) |
Public 属性 | |
| float | m_remainingSimulationTime |
| Dictionary< Point3, float > | m_persistentElementsVoltages = [] |
| Dictionary< ElectricElement, bool > | m_electricElements = [] |
| Dictionary< CellFace, ElectricElement > | m_electricElementsByCellFace = [] |
| Dictionary< Point3, bool > | m_pointsToUpdate = [] |
| Dictionary< Point3, ElectricElement > | m_electricElementsToAdd = [] |
| Dictionary< ElectricElement, bool > | m_electricElementsToRemove = [] |
| Dictionary< Point3, bool > | m_wiresToUpdate = [] |
| List< Dictionary< ElectricElement, bool > > | m_listsCache = [] |
| Dictionary< int, Dictionary< ElectricElement, bool > > | m_futureSimulateLists = [] |
| Dictionary< ElectricElement, bool > | m_nextStepSimulateList |
| DynamicArray< ElectricConnectionPath > | m_tmpConnectionPaths = [] |
| Dictionary< CellFace, bool > | m_tmpVisited = [] |
| Dictionary< CellFace, bool > | m_tmpResult = [] |
| Dictionary< Type, DebugInfo > | m_debugInfos = [] |
| Stopwatch | m_debugStopwatch = new() |
| bool | UpdateTimeDebug = false |
静态 Public 属性 | |
| static ElectricConnectionPath[] | m_connectionPathsTable |
| static ? ElectricConnectorDirection[] | m_connectorDirectionsTable |
| static int[] | m_connectorFacesTable |
| static bool | DebugDrawElectrics = false |
| static int | SimulatedElectricElements |
| const float | CircuitStepDuration = 0.01f |
属性 | |
| SubsystemTime | SubsystemTime [get, set] |
| SubsystemTerrain | SubsystemTerrain [get, set] |
| SubsystemAudio | SubsystemAudio [get, set] |
| int | FrameStartCircuitStep [get, set] |
| int | CircuitStep [get, set] |
| UpdateOrder | UpdateOrder [get] |
| 属性 继承自 GameEntitySystem.Subsystem | |
| Project | Project [get] |
| ValuesDictionary | ValuesDictionary [get] |
| 属性 继承自 Game.IUpdateable | |
| float | FloatUpdateOrder [get] |
额外继承的成员函数 | |
| 包函数 继承自 GameEntitySystem.Subsystem | |
| void | DisposeInternal () |
在文件 SubsystemElectricity.cs 第 9 行定义.
| void Game.SubsystemElectricity.AddElectricElement | ( | ElectricElement | electricElement | ) |
| void Game.SubsystemElectricity.AddWireDomains | ( | ) |
| void Game.SubsystemElectricity.DebugDraw | ( | ) |
| void Game.SubsystemElectricity.GetAllConnectedNeighbors | ( | int | x, |
| int | y, | ||
| int | z, | ||
| int | mountingFace, | ||
| DynamicArray< ElectricConnectionPath > | list ) |
|
static |
在文件 SubsystemElectricity.cs 第 518 行定义.
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static |
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static |
在文件 SubsystemElectricity.cs 第 293 行定义.
| ElectricElement Game.SubsystemElectricity.GetElectricElement | ( | int | x, |
| int | y, | ||
| int | z, | ||
| int | mountingFace ) |
| Dictionary< ElectricElement, bool > Game.SubsystemElectricity.GetListFromCache | ( | ) |
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virtual |
重载 GameEntitySystem.Subsystem .
在文件 SubsystemElectricity.cs 第 452 行定义.
| void Game.SubsystemElectricity.OnChunkDiscarding | ( | TerrainChunk | chunk | ) |
在文件 SubsystemElectricity.cs 第 271 行定义.
| void Game.SubsystemElectricity.OnElectricElementBlockAdded | ( | int | x, |
| int | y, | ||
| int | z ) |
在文件 SubsystemElectricity.cs 第 259 行定义.
| void Game.SubsystemElectricity.OnElectricElementBlockGenerated | ( | int | x, |
| int | y, | ||
| int | z ) |
在文件 SubsystemElectricity.cs 第 255 行定义.
| void Game.SubsystemElectricity.OnElectricElementBlockModified | ( | int | x, |
| int | y, | ||
| int | z ) |
在文件 SubsystemElectricity.cs 第 267 行定义.
| void Game.SubsystemElectricity.OnElectricElementBlockRemoved | ( | int | x, |
| int | y, | ||
| int | z ) |
在文件 SubsystemElectricity.cs 第 263 行定义.
| void Game.SubsystemElectricity.QueueElectricElementConnectionsForSimulation | ( | ElectricElement | electricElement, |
| int | circuitStep ) |
| void Game.SubsystemElectricity.QueueElectricElementForSimulation | ( | ElectricElement | electricElement, |
| int | circuitStep ) |
| float? Game.SubsystemElectricity.ReadPersistentVoltage | ( | Point3 | point | ) |
| void Game.SubsystemElectricity.RemoveElectricElement | ( | ElectricElement | electricElement | ) |
| void Game.SubsystemElectricity.RemoveWireDomains | ( | ) |
| void Game.SubsystemElectricity.ReturnListToCache | ( | Dictionary< ElectricElement, bool > | list | ) |
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virtual |
| void Game.SubsystemElectricity.SimulateElectricElement | ( | ElectricElement | electricElement | ) |
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virtual |
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virtual |
| void Game.SubsystemElectricity.WritePersistentVoltage | ( | Point3 | point, |
| float | voltage ) |
|
static |
在文件 SubsystemElectricity.cs 第 237 行定义.
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static |
在文件 SubsystemElectricity.cs 第 233 行定义.
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static |
在文件 SubsystemElectricity.cs 第 10 行定义.
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static |
在文件 SubsystemElectricity.cs 第 133 行定义.
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static |
在文件 SubsystemElectricity.cs 第 172 行定义.
| Dictionary<Type, DebugInfo> Game.SubsystemElectricity.m_debugInfos = [] |
在文件 SubsystemElectricity.cs 第 239 行定义.
| Stopwatch Game.SubsystemElectricity.m_debugStopwatch = new() |
在文件 SubsystemElectricity.cs 第 240 行定义.
| Dictionary<ElectricElement, bool> Game.SubsystemElectricity.m_electricElements = [] |
在文件 SubsystemElectricity.cs 第 209 行定义.
| Dictionary<CellFace, ElectricElement> Game.SubsystemElectricity.m_electricElementsByCellFace = [] |
在文件 SubsystemElectricity.cs 第 211 行定义.
| Dictionary<Point3, ElectricElement> Game.SubsystemElectricity.m_electricElementsToAdd = [] |
在文件 SubsystemElectricity.cs 第 215 行定义.
| Dictionary<ElectricElement, bool> Game.SubsystemElectricity.m_electricElementsToRemove = [] |
在文件 SubsystemElectricity.cs 第 217 行定义.
| Dictionary<int, Dictionary<ElectricElement, bool> > Game.SubsystemElectricity.m_futureSimulateLists = [] |
在文件 SubsystemElectricity.cs 第 223 行定义.
| List<Dictionary<ElectricElement, bool> > Game.SubsystemElectricity.m_listsCache = [] |
在文件 SubsystemElectricity.cs 第 221 行定义.
| Dictionary<ElectricElement, bool> Game.SubsystemElectricity.m_nextStepSimulateList |
在文件 SubsystemElectricity.cs 第 225 行定义.
| Dictionary<Point3, float> Game.SubsystemElectricity.m_persistentElementsVoltages = [] |
在文件 SubsystemElectricity.cs 第 207 行定义.
| Dictionary<Point3, bool> Game.SubsystemElectricity.m_pointsToUpdate = [] |
在文件 SubsystemElectricity.cs 第 213 行定义.
| float Game.SubsystemElectricity.m_remainingSimulationTime |
在文件 SubsystemElectricity.cs 第 205 行定义.
| DynamicArray<ElectricConnectionPath> Game.SubsystemElectricity.m_tmpConnectionPaths = [] |
在文件 SubsystemElectricity.cs 第 227 行定义.
| Dictionary<CellFace, bool> Game.SubsystemElectricity.m_tmpResult = [] |
在文件 SubsystemElectricity.cs 第 231 行定义.
| Dictionary<CellFace, bool> Game.SubsystemElectricity.m_tmpVisited = [] |
在文件 SubsystemElectricity.cs 第 229 行定义.
| Dictionary<Point3, bool> Game.SubsystemElectricity.m_wiresToUpdate = [] |
在文件 SubsystemElectricity.cs 第 219 行定义.
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static |
在文件 SubsystemElectricity.cs 第 235 行定义.
| bool Game.SubsystemElectricity.UpdateTimeDebug = false |
在文件 SubsystemElectricity.cs 第 241 行定义.
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getset |
在文件 SubsystemElectricity.cs 第 251 行定义.
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getset |
在文件 SubsystemElectricity.cs 第 249 行定义.
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getset |
在文件 SubsystemElectricity.cs 第 247 行定义.
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getset |
在文件 SubsystemElectricity.cs 第 245 行定义.
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getset |
在文件 SubsystemElectricity.cs 第 243 行定义.
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get |
实现了 Game.IUpdateable.
在文件 SubsystemElectricity.cs 第 253 行定义.