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Survivalcraft API 1.8.2.3 v1.8.2.3
Survivalcraft 2.4
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类 | |
| class | SparseSpatialArray< T > |
| struct | ExplosionData |
| struct | ProcessPoint |
| struct | SurroundingPressurePoint |
Public 成员函数 | |
| bool | TryExplodeBlock (int x, int y, int z, int value) |
| void | AddExplosion (int x, int y, int z, float pressure, bool isIncendiary, bool noExplosionSound) |
| virtual void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary) |
| void | SimulateExplosion (int x, int y, int z, float pressure, bool isIncendiary) |
| void | TryAddPoint (int x, int y, int z, int axis, float currentPressure, bool isIncendiary, List< ProcessPoint > toProcess, SparseSpatialArray< bool > processed) |
| virtual void | ApplyBodiesShaking (Vector3 center, float pressure) |
| virtual void | PostprocessExplosions (bool playExplosionSound) |
| virtual void | CalculateImpulseAndDamage (ComponentBody componentBody, float? obstaclePressure, out Vector3 impulse, out float damage) |
| virtual void | CalculateImpulseAndDamage (Vector3 position, float mass, float? obstaclePressure, out Vector3 impulse, out float damage) |
| Public 成员函数 继承自 GameEntitySystem.Subsystem | |
| virtual void | OnEntityAdded (Entity entity) |
| virtual void | OnEntityRemoved (Entity entity) |
| virtual void | Save (ValuesDictionary valuesDictionary) |
| virtual void | Dispose () |
| virtual void | Initialize (Project project, ValuesDictionary valuesDictionary) |
Public 属性 | |
| SubsystemTerrain | m_subsystemTerrain |
| SubsystemAudio | m_subsystemAudio |
| SubsystemParticles | m_subsystemParticles |
| SubsystemNoise | m_subsystemNoise |
| SubsystemBodies | m_subsystemBodies |
| SubsystemPickables | m_subsystemPickables |
| SubsystemProjectiles | m_subsystemProjectiles |
| SubsystemBlockBehaviors | m_subsystemBlockBehaviors |
| SubsystemFireBlockBehavior | m_subsystemFireBlockBehavior |
| List< ExplosionData > | m_queuedExplosions = [] |
| SparseSpatialArray< float > | m_pressureByPoint |
| SparseSpatialArray< SurroundingPressurePoint > | m_surroundingPressureByPoint |
| int | m_projectilesCount |
| Dictionary< Projectile, bool > | m_generatedProjectiles = [] |
| Random | m_random = new() |
| ExplosionParticleSystem | m_explosionParticleSystem |
| bool | ShowExplosionPressure |
属性 | |
| 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 SubsystemExplosions.cs 第 6 行定义.
| void Game.SubsystemExplosions.AddExplosion | ( | int | x, |
| int | y, | ||
| int | z, | ||
| float | pressure, | ||
| bool | isIncendiary, | ||
| bool | noExplosionSound ) |
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virtual |
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virtual |
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virtual |
重载 GameEntitySystem.Subsystem .
在文件 SubsystemExplosions.cs 第 296 行定义.
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virtual |
| void Game.SubsystemExplosions.SimulateExplosion | ( | int | x, |
| int | y, | ||
| int | z, | ||
| float | pressure, | ||
| bool | isIncendiary ) |
| void Game.SubsystemExplosions.TryAddPoint | ( | int | x, |
| int | y, | ||
| int | z, | ||
| int | axis, | ||
| float | currentPressure, | ||
| bool | isIncendiary, | ||
| List< ProcessPoint > | toProcess, | ||
| SparseSpatialArray< bool > | processed ) |
| bool Game.SubsystemExplosions.TryExplodeBlock | ( | int | x, |
| int | y, | ||
| int | z, | ||
| int | value ) |
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virtual |
| ExplosionParticleSystem Game.SubsystemExplosions.m_explosionParticleSystem |
在文件 SubsystemExplosions.cs 第 186 行定义.
| Dictionary<Projectile, bool> Game.SubsystemExplosions.m_generatedProjectiles = [] |
在文件 SubsystemExplosions.cs 第 182 行定义.
| SparseSpatialArray<float> Game.SubsystemExplosions.m_pressureByPoint |
在文件 SubsystemExplosions.cs 第 176 行定义.
| int Game.SubsystemExplosions.m_projectilesCount |
在文件 SubsystemExplosions.cs 第 180 行定义.
| List<ExplosionData> Game.SubsystemExplosions.m_queuedExplosions = [] |
在文件 SubsystemExplosions.cs 第 174 行定义.
| Random Game.SubsystemExplosions.m_random = new() |
在文件 SubsystemExplosions.cs 第 184 行定义.
| SubsystemAudio Game.SubsystemExplosions.m_subsystemAudio |
在文件 SubsystemExplosions.cs 第 158 行定义.
| SubsystemBlockBehaviors Game.SubsystemExplosions.m_subsystemBlockBehaviors |
在文件 SubsystemExplosions.cs 第 170 行定义.
| SubsystemBodies Game.SubsystemExplosions.m_subsystemBodies |
在文件 SubsystemExplosions.cs 第 164 行定义.
| SubsystemFireBlockBehavior Game.SubsystemExplosions.m_subsystemFireBlockBehavior |
在文件 SubsystemExplosions.cs 第 172 行定义.
| SubsystemNoise Game.SubsystemExplosions.m_subsystemNoise |
在文件 SubsystemExplosions.cs 第 162 行定义.
| SubsystemParticles Game.SubsystemExplosions.m_subsystemParticles |
在文件 SubsystemExplosions.cs 第 160 行定义.
| SubsystemPickables Game.SubsystemExplosions.m_subsystemPickables |
在文件 SubsystemExplosions.cs 第 166 行定义.
| SubsystemProjectiles Game.SubsystemExplosions.m_subsystemProjectiles |
在文件 SubsystemExplosions.cs 第 168 行定义.
| SubsystemTerrain Game.SubsystemExplosions.m_subsystemTerrain |
在文件 SubsystemExplosions.cs 第 156 行定义.
| SparseSpatialArray<SurroundingPressurePoint> Game.SubsystemExplosions.m_surroundingPressureByPoint |
在文件 SubsystemExplosions.cs 第 178 行定义.
| bool Game.SubsystemExplosions.ShowExplosionPressure |
在文件 SubsystemExplosions.cs 第 188 行定义.
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get |
实现了 Game.IUpdateable.
在文件 SubsystemExplosions.cs 第 190 行定义.