Survivalcraft API 1.8.2.3 v1.8.2.3
Survivalcraft 2.4
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Game.SubsystemFireBlockBehavior
类 Game.SubsystemFireBlockBehavior 继承关系图:
Game.SubsystemFireBlockBehavior 的协作图:

class  FireData

Public 成员函数

bool IsCellOnFire (int x, int y, int z)
bool SetCellOnFire (int x, int y, int z, float fireExpandability)
virtual void Update (float dt)
override void OnNeighborBlockChanged (int x, int y, int z, int neighborX, int neighborY, int neighborZ)
override void OnBlockAdded (int value, int oldValue, int x, int y, int z)
override void OnBlockRemoved (int value, int newValue, int x, int y, int z)
override void OnBlockGenerated (int value, int x, int y, int z, bool isLoaded)
override void OnChunkDiscarding (TerrainChunk chunk)
override void Load (ValuesDictionary valuesDictionary)
void AddFire (int x, int y, int z, float expandability)
void RemoveFire (int x, int y, int z)
void InitializeFireDataTimes (FireData fireData)
void InitializeFireDataTime (FireData fireData, int face)
void QueueBurnAway (int x, int y, int z, float expandability)
Public 成员函数 继承自 Game.SubsystemBlockBehavior
virtual void OnChunkInitialized (TerrainChunk chunk)
virtual void OnBlockModified (int value, int oldValue, int x, int y, int z)
virtual void OnBlockStartMoving (int value, int newValue, int x, int y, int z, MovingBlock movingBlock)
virtual void OnBlockStopMoving (int value, int oldValue, int x, int y, int z, MovingBlock movingBlock)
virtual bool OnUse (Ray3 ray, ComponentMiner componentMiner)
virtual bool OnInteract (TerrainRaycastResult raycastResult, ComponentMiner componentMiner)
virtual bool OnInteract (MovingBlocksRaycastResult movingBlocksRaycastResult, ComponentMiner componentMiner)
virtual bool OnAim (Ray3 aim, ComponentMiner componentMiner, AimState state)
virtual bool OnEditBlock (int x, int y, int z, int value, ComponentPlayer componentPlayer)
virtual bool OnEditInventoryItem (IInventory inventory, int slotIndex, ComponentPlayer componentPlayer)
virtual void OnItemPlaced (int x, int y, int z, ref BlockPlacementData placementData, int itemValue)
virtual void OnItemHarvested (int x, int y, int z, int blockValue, ref BlockDropValue dropValue, ref int newBlockValue)
virtual void OnCollide (CellFace cellFace, float velocity, ComponentBody componentBody)
virtual void OnExplosion (int value, int x, int y, int z, float damage)
virtual void OnFiredAsProjectile (Projectile projectile)
virtual bool OnHitAsProjectile (CellFace? cellFace, ComponentBody componentBody, WorldItem worldItem)
virtual void OnHitByProjectile (CellFace cellFace, WorldItem worldItem)
virtual void OnHitByProjectile (MovingBlock movingBlock, WorldItem worldItem)
virtual int GetProcessInventoryItemCapacity (IInventory inventory, int slotIndex, int value)
virtual void ProcessInventoryItem (IInventory inventory, int slotIndex, int value, int count, int processCount, out int processedValue, out int processedCount)
virtual void OnPickableGathered (Pickable pickable, ComponentPickableGatherer target, Vector3 distanceToTarget)
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

SubsystemTime m_subsystemTime
SubsystemGameWidgets m_subsystemViews
SubsystemParticles m_subsystemParticles
SubsystemAudio m_subsystemAudio
SubsystemAmbientSounds m_subsystemAmbientSounds
Dictionary< Point3, float > m_expansionProbabilities = []
Dictionary< Point3, FireDatam_fireData = []
DynamicArray< Point3m_firePointsCopy = []
Dictionary< Point3, float > m_toBurnAway = []
Dictionary< Point3, float > m_toExpand = []
int m_copyIndex
float m_remainderToScan
double m_lastScanTime
float m_lastScanDuration
Random m_random = new()
float m_fireSoundVolume
float m_fireSoundIntensity

属性

UpdateOrder UpdateOrder [get]
override int[] HandledBlocks [get]
属性 继承自 Game.SubsystemBlockBehavior
virtual int[] HandledBlocks [get]
SubsystemTerrain SubsystemTerrain [get, set]
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 ()

详细描述

在文件 SubsystemFireBlockBehavior.cs5 行定义.

成员函数说明

◆ AddFire()

void Game.SubsystemFireBlockBehavior.AddFire ( int x,
int y,
int z,
float expandability )

在文件 SubsystemFireBlockBehavior.cs362 行定义.

函数调用图:
这是这个函数的调用关系图:

◆ InitializeFireDataTime()

void Game.SubsystemFireBlockBehavior.InitializeFireDataTime ( FireData fireData,
int face )

在文件 SubsystemFireBlockBehavior.cs384 行定义.

函数调用图:
这是这个函数的调用关系图:

◆ InitializeFireDataTimes()

void Game.SubsystemFireBlockBehavior.InitializeFireDataTimes ( FireData fireData)

在文件 SubsystemFireBlockBehavior.cs376 行定义.

函数调用图:
这是这个函数的调用关系图:

◆ IsCellOnFire()

bool Game.SubsystemFireBlockBehavior.IsCellOnFire ( int x,
int y,
int z )

在文件 SubsystemFireBlockBehavior.cs60 行定义.

函数调用图:

◆ Load()

override void Game.SubsystemFireBlockBehavior.Load ( ValuesDictionary valuesDictionary)
virtual

◆ OnBlockAdded()

override void Game.SubsystemFireBlockBehavior.OnBlockAdded ( int value,
int oldValue,
int x,
int y,
int z )
virtual

重载 Game.SubsystemBlockBehavior .

在文件 SubsystemFireBlockBehavior.cs310 行定义.

函数调用图:

◆ OnBlockGenerated()

override void Game.SubsystemFireBlockBehavior.OnBlockGenerated ( int value,
int x,
int y,
int z,
bool isLoaded )
virtual

重载 Game.SubsystemBlockBehavior .

在文件 SubsystemFireBlockBehavior.cs318 行定义.

函数调用图:

◆ OnBlockRemoved()

override void Game.SubsystemFireBlockBehavior.OnBlockRemoved ( int value,
int newValue,
int x,
int y,
int z )
virtual

重载 Game.SubsystemBlockBehavior .

在文件 SubsystemFireBlockBehavior.cs314 行定义.

函数调用图:

◆ OnChunkDiscarding()

override void Game.SubsystemFireBlockBehavior.OnChunkDiscarding ( TerrainChunk chunk)
virtual

重载 Game.SubsystemBlockBehavior .

在文件 SubsystemFireBlockBehavior.cs322 行定义.

函数调用图:

◆ OnNeighborBlockChanged()

override void Game.SubsystemFireBlockBehavior.OnNeighborBlockChanged ( int x,
int y,
int z,
int neighborX,
int neighborY,
int neighborZ )
virtual

重载 Game.SubsystemBlockBehavior .

在文件 SubsystemFireBlockBehavior.cs245 行定义.

函数调用图:

◆ QueueBurnAway()

void Game.SubsystemFireBlockBehavior.QueueBurnAway ( int x,
int y,
int z,
float expandability )

在文件 SubsystemFireBlockBehavior.cs401 行定义.

这是这个函数的调用关系图:

◆ RemoveFire()

void Game.SubsystemFireBlockBehavior.RemoveFire ( int x,
int y,
int z )

在文件 SubsystemFireBlockBehavior.cs371 行定义.

这是这个函数的调用关系图:

◆ SetCellOnFire()

bool Game.SubsystemFireBlockBehavior.SetCellOnFire ( int x,
int y,
int z,
float fireExpandability )

在文件 SubsystemFireBlockBehavior.cs80 行定义.

函数调用图:
这是这个函数的调用关系图:

◆ Update()

virtual void Game.SubsystemFireBlockBehavior.Update ( float dt)
virtual

实现了 Game.IUpdateable.

在文件 SubsystemFireBlockBehavior.cs106 行定义.

函数调用图:

类成员变量说明

◆ m_copyIndex

int Game.SubsystemFireBlockBehavior.m_copyIndex

在文件 SubsystemFireBlockBehavior.cs42 行定义.

◆ m_expansionProbabilities

Dictionary<Point3, float> Game.SubsystemFireBlockBehavior.m_expansionProbabilities = []

在文件 SubsystemFireBlockBehavior.cs32 行定义.

◆ m_fireData

Dictionary<Point3, FireData> Game.SubsystemFireBlockBehavior.m_fireData = []

在文件 SubsystemFireBlockBehavior.cs34 行定义.

◆ m_firePointsCopy

DynamicArray<Point3> Game.SubsystemFireBlockBehavior.m_firePointsCopy = []

在文件 SubsystemFireBlockBehavior.cs36 行定义.

◆ m_fireSoundIntensity

float Game.SubsystemFireBlockBehavior.m_fireSoundIntensity

在文件 SubsystemFireBlockBehavior.cs54 行定义.

◆ m_fireSoundVolume

float Game.SubsystemFireBlockBehavior.m_fireSoundVolume

在文件 SubsystemFireBlockBehavior.cs52 行定义.

◆ m_lastScanDuration

float Game.SubsystemFireBlockBehavior.m_lastScanDuration

在文件 SubsystemFireBlockBehavior.cs48 行定义.

◆ m_lastScanTime

double Game.SubsystemFireBlockBehavior.m_lastScanTime

在文件 SubsystemFireBlockBehavior.cs46 行定义.

◆ m_random

Random Game.SubsystemFireBlockBehavior.m_random = new()

在文件 SubsystemFireBlockBehavior.cs50 行定义.

◆ m_remainderToScan

float Game.SubsystemFireBlockBehavior.m_remainderToScan

在文件 SubsystemFireBlockBehavior.cs44 行定义.

◆ m_subsystemAmbientSounds

SubsystemAmbientSounds Game.SubsystemFireBlockBehavior.m_subsystemAmbientSounds

在文件 SubsystemFireBlockBehavior.cs30 行定义.

◆ m_subsystemAudio

SubsystemAudio Game.SubsystemFireBlockBehavior.m_subsystemAudio

在文件 SubsystemFireBlockBehavior.cs28 行定义.

◆ m_subsystemParticles

SubsystemParticles Game.SubsystemFireBlockBehavior.m_subsystemParticles

在文件 SubsystemFireBlockBehavior.cs26 行定义.

◆ m_subsystemTime

SubsystemTime Game.SubsystemFireBlockBehavior.m_subsystemTime

在文件 SubsystemFireBlockBehavior.cs22 行定义.

◆ m_subsystemViews

SubsystemGameWidgets Game.SubsystemFireBlockBehavior.m_subsystemViews

在文件 SubsystemFireBlockBehavior.cs24 行定义.

◆ m_toBurnAway

Dictionary<Point3, float> Game.SubsystemFireBlockBehavior.m_toBurnAway = []

在文件 SubsystemFireBlockBehavior.cs38 行定义.

◆ m_toExpand

Dictionary<Point3, float> Game.SubsystemFireBlockBehavior.m_toExpand = []

在文件 SubsystemFireBlockBehavior.cs40 行定义.

属性说明

◆ HandledBlocks

override int [] Game.SubsystemFireBlockBehavior.HandledBlocks
get

在文件 SubsystemFireBlockBehavior.cs58 行定义.

◆ UpdateOrder

UpdateOrder Game.SubsystemFireBlockBehavior.UpdateOrder
get

实现了 Game.IUpdateable.

在文件 SubsystemFireBlockBehavior.cs56 行定义.


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