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| virtual void | ProcessModifiedCells () |
| virtual ? TerrainRaycastResult | Raycast (Vector3 start, Vector3 end, bool useInteractionBoxes, bool skipAirBlocks, Func< int, float, bool > action) |
| virtual void | ChangeCell (int x, int y, int z, int value, bool updateModificationCounter=true, MovingBlock movingBlock=null) |
| virtual void | ChangeCellToBehavior (int x, int y, int z, int oldValue, int newValue, MovingBlock movingBlock) |
| virtual void | DestroyCell (int toolLevel, int x, int y, int z, int newValue, bool noDrop, bool noParticleSystem, MovingBlock movingBlock=null) |
| virtual void | Draw (Camera camera, int drawOrder) |
| virtual void | Update (float dt) |
| override void | Load (ValuesDictionary valuesDictionary) |
| override void | Save (ValuesDictionary valuesDictionary) |
| override void | Dispose () |
| virtual void | OnEntityAdded (Entity entity) |
| virtual void | OnEntityRemoved (Entity entity) |
| virtual void | Initialize (Project project, ValuesDictionary valuesDictionary) |
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| static ? TerrainRaycastResult | Raycast (Terrain terrain, Vector3 start, Vector3 end, bool useInteractionBoxes, bool skipAirBlocks, Func< int, float, bool > action) |
| | 一个不依赖于SubsystemTerrain的射线检测方法 注意!由于此方法不依赖于SubsystemTerrain,故射线检测某些方块(如家具等)会异常或报错 请谨慎使用
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| virtual SubsystemGameInfo | SubsystemGameInfo [get, set] |
| virtual SubsystemAnimatedTextures | SubsystemAnimatedTextures [get, set] |
| virtual SubsystemFurnitureBlockBehavior | SubsystemFurnitureBlockBehavior [get, set] |
| virtual SubsystemPalette | SubsystemPalette [get, set] |
| virtual Terrain | Terrain [get, set] |
| virtual TerrainUpdater | TerrainUpdater [get, set] |
| virtual TerrainRenderer | TerrainRenderer [get, set] |
| virtual TerrainSerializer23 | TerrainSerializer [get, set] |
| virtual ITerrainContentsGenerator | TerrainContentsGenerator [get, set] |
| virtual BlockGeometryGenerator | BlockGeometryGenerator [get, set] |
| int[] | DrawOrders [get] |
| UpdateOrder | UpdateOrder [get] |
| Project | Project [get] |
| ValuesDictionary | ValuesDictionary [get] |
| float | FloatUpdateOrder [get] |
◆ ChangeCell()
| virtual void Game.SubsystemTerrain.ChangeCell |
( |
int | x, |
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int | y, |
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int | z, |
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int | value, |
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bool | updateModificationCounter = true, |
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MovingBlock | movingBlock = null ) |
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virtual |
◆ ChangeCellToBehavior()
| virtual void Game.SubsystemTerrain.ChangeCellToBehavior |
( |
int | x, |
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int | y, |
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int | z, |
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int | oldValue, |
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int | newValue, |
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MovingBlock | movingBlock ) |
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virtual |
◆ DestroyCell()
| virtual void Game.SubsystemTerrain.DestroyCell |
( |
int | toolLevel, |
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int | x, |
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int | y, |
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int | z, |
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int | newValue, |
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bool | noDrop, |
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bool | noParticleSystem, |
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MovingBlock | movingBlock = null ) |
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virtual |
◆ Dispose()
| override void Game.SubsystemTerrain.Dispose |
( |
| ) |
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virtual |
◆ Draw()
| virtual void Game.SubsystemTerrain.Draw |
( |
Camera | camera, |
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int | drawOrder ) |
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virtual |
◆ Load()
◆ ProcessModifiedCells()
| virtual void Game.SubsystemTerrain.ProcessModifiedCells |
( |
| ) |
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virtual |
◆ Raycast() [1/2]
一个不依赖于SubsystemTerrain的射线检测方法 注意!由于此方法不依赖于SubsystemTerrain,故射线检测某些方块(如家具等)会异常或报错 请谨慎使用
- 参数
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| terrain | |
| start | |
| end | |
| useInteractionBoxes | |
| skipAirBlocks | |
| action | |
- 返回
在文件 SubsystemTerrain.cs 第 226 行定义.
◆ Raycast() [2/2]
| virtual ? TerrainRaycastResult Game.SubsystemTerrain.Raycast |
( |
Vector3 | start, |
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Vector3 | end, |
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bool | useInteractionBoxes, |
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bool | skipAirBlocks, |
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Func< int, float, bool > | action ) |
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virtual |
◆ Save()
◆ Update()
| virtual void Game.SubsystemTerrain.Update |
( |
float | dt | ) |
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virtual |
◆ m_drawOrders
| int [] Game.SubsystemTerrain.m_drawOrders = [0, 100] |
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static |
◆ m_dropValues
◆ m_modifiedCells
| Dictionary<Point3, bool> Game.SubsystemTerrain.m_modifiedCells = [] |
◆ m_modifiedList
| DynamicArray<Point3> Game.SubsystemTerrain.m_modifiedList = [] |
◆ m_neighborOffsets
| Point3 [] Game.SubsystemTerrain.m_neighborOffsets |
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static |
初始值: = [
new(0, 0, 0),
new(-1, 0, 0),
new(1, 0, 0),
new(0, -1, 0),
new(0, 1, 0),
new(0, 0, -1),
new(0, 0, 1)
]
在文件 SubsystemTerrain.cs 第 14 行定义.
◆ m_subsystemBlockBehaviors
◆ m_subsystemParticles
◆ m_subsystemPickables
◆ m_subsystemsky
◆ m_subsystemTime
◆ m_subsystemTimeOfDay
◆ m_subsystemViews
◆ TerrainRenderingEnabled
| bool Game.SubsystemTerrain.TerrainRenderingEnabled = true |
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static |
◆ TerrainUpdaterEnabled
| bool Game.SubsystemTerrain.TerrainUpdaterEnabled = true |
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static |
◆ BlockGeometryGenerator
| virtual BlockGeometryGenerator Game.SubsystemTerrain.BlockGeometryGenerator |
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getset |
◆ DrawOrders
| int [] Game.SubsystemTerrain.DrawOrders |
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get |
◆ SubsystemAnimatedTextures
| virtual SubsystemAnimatedTextures Game.SubsystemTerrain.SubsystemAnimatedTextures |
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getset |
◆ SubsystemFurnitureBlockBehavior
| virtual SubsystemFurnitureBlockBehavior Game.SubsystemTerrain.SubsystemFurnitureBlockBehavior |
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getset |
◆ SubsystemGameInfo
| virtual SubsystemGameInfo Game.SubsystemTerrain.SubsystemGameInfo |
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getset |
◆ SubsystemPalette
| virtual SubsystemPalette Game.SubsystemTerrain.SubsystemPalette |
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getset |
◆ Terrain
| virtual Terrain Game.SubsystemTerrain.Terrain |
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getset |
◆ TerrainContentsGenerator
◆ TerrainRenderer
| virtual TerrainRenderer Game.SubsystemTerrain.TerrainRenderer |
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getset |
◆ TerrainSerializer
◆ TerrainUpdater
| virtual TerrainUpdater Game.SubsystemTerrain.TerrainUpdater |
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getset |
◆ UpdateOrder
该类的文档由以下文件生成: