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| SubsystemTerrain | SubsystemTerrain [get, set] |
| SubsystemSky | SubsystemSky [get, set] |
| SubsystemTime | SubsystemTime [get, set] |
| virtual RainSplashParticleSystem | RainSplashParticleSystem [get, set] |
| virtual SnowSplashParticleSystem | SnowSplashParticleSystem [get, set] |
| virtual Color | RainColor [get, set] |
| virtual Color | SnowColor [get, set] |
| virtual float | PrecipitationIntensity [get, set] |
| virtual int | FogSeed [get, set] |
| virtual float | FogProgress [get, set] |
| virtual float | FogIntensity [get, set] |
| virtual bool | IsPrecipitationStarted [get] |
| virtual bool | IsFogStarted [get] |
| int[] | DrawOrders [get] |
| UpdateOrder | UpdateOrder [get] |
| Project | Project [get] |
| ValuesDictionary | ValuesDictionary [get] |
| float | FloatUpdateOrder [get] |
◆ Draw()
| virtual void Game.SubsystemWeather.Draw |
( |
Camera | camera, |
|
|
int | drawOrder ) |
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virtual |
◆ FreezeThawAndDepositSnow()
| virtual void Game.SubsystemWeather.FreezeThawAndDepositSnow |
( |
TerrainChunk | chunk, |
|
|
float | freezeProbability, |
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float | thawProbability, |
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bool | forceDepositSnow ) |
|
virtual |
◆ GetActiveShafts()
◆ GetPrecipitationShaftInfo()
◆ Load()
◆ ManualFogEnd()
| virtual void Game.SubsystemWeather.ManualFogEnd |
( |
| ) |
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virtual |
◆ ManualFogStart()
| virtual void Game.SubsystemWeather.ManualFogStart |
( |
| ) |
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virtual |
◆ ManualLightingStrike()
| virtual void Game.SubsystemWeather.ManualLightingStrike |
( |
Vector3 | position, |
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Vector3 | direction ) |
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virtual |
◆ ManualPrecipitationEnd()
| virtual void Game.SubsystemWeather.ManualPrecipitationEnd |
( |
| ) |
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virtual |
◆ ManualPrecipitationStart()
| virtual void Game.SubsystemWeather.ManualPrecipitationStart |
( |
| ) |
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virtual |
◆ Save()
◆ Update()
| virtual void Game.SubsystemWeather.Update |
( |
float | dt | ) |
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virtual |
◆ UpdateFog()
| virtual void Game.SubsystemWeather.UpdateFog |
( |
float | dt | ) |
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virtual |
◆ UpdateLightning()
| virtual void Game.SubsystemWeather.UpdateLightning |
( |
float | dt | ) |
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virtual |
◆ UpdatePrecipitation()
| virtual void Game.SubsystemWeather.UpdatePrecipitation |
( |
float | dt | ) |
|
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virtual |
◆ GetTemperatureAdjustmentAtHeight
| Func<int, int> Game.SubsystemWeather.GetTemperatureAdjustmentAtHeight |
|
static |
初始值: =
y => (int)MathF.Round(y > 64 ? -0.0008f * MathUtils.Sqr(y - 64) : 0.1f * (64 - y))
在文件 SubsystemWeather.cs 第 96 行定义.
◆ IsPlaceFrozen
◆ m_activeShafts
◆ m_drawOrders
| int [] Game.SubsystemWeather.m_drawOrders = [50] |
|
static |
◆ m_fogEndTime
| double Game.SubsystemWeather.m_fogEndTime |
◆ m_fogRampTime
| float Game.SubsystemWeather.m_fogRampTime |
◆ m_fogStartTime
| double Game.SubsystemWeather.m_fogStartTime |
◆ m_lastShaftsUpdatePositions
| Dictionary<GameWidget, Vector2?> Game.SubsystemWeather.m_lastShaftsUpdatePositions = [] |
◆ m_lightningIntensity
| float Game.SubsystemWeather.m_lightningIntensity |
◆ m_precipitationEndTime
| double Game.SubsystemWeather.m_precipitationEndTime |
◆ m_precipitationRampTime
| float Game.SubsystemWeather.m_precipitationRampTime |
◆ m_precipitationStartTime
| double Game.SubsystemWeather.m_precipitationStartTime |
◆ m_rainSound
| Sound Game.SubsystemWeather.m_rainSound |
◆ m_rainSoundRadius
| const int Game.SubsystemWeather.m_rainSoundRadius = 7 |
|
static |
◆ m_rainVolumeFactor
| float Game.SubsystemWeather.m_rainVolumeFactor |
◆ m_random
| Random Game.SubsystemWeather.m_random = new() |
◆ m_shuffledOrder
| int [] Game.SubsystemWeather.m_shuffledOrder |
◆ m_subsystemAudio
◆ m_subsystemBlocksScanner
◆ m_subsystemGameInfo
◆ m_subsystemParticles
◆ m_subsystemSeasons
◆ m_targetRainSoundVolume
| float Game.SubsystemWeather.m_targetRainSoundVolume |
◆ m_toRemove
◆ ShaftHasSnowOnIce
| Func<int, int, bool> Game.SubsystemWeather.ShaftHasSnowOnIce = (x, z) => MathUtils.Hash((uint)((x & 0xFFFF) | (z << 16))) > 429496729 |
|
static |
◆ DrawOrders
| int [] Game.SubsystemWeather.DrawOrders |
|
get |
◆ FogIntensity
| virtual float Game.SubsystemWeather.FogIntensity |
|
getset |
◆ FogProgress
| virtual float Game.SubsystemWeather.FogProgress |
|
getset |
◆ FogSeed
| virtual int Game.SubsystemWeather.FogSeed |
|
getset |
◆ IsFogStarted
| virtual bool Game.SubsystemWeather.IsFogStarted |
|
get |
◆ IsPrecipitationStarted
| virtual bool Game.SubsystemWeather.IsPrecipitationStarted |
|
get |
◆ PrecipitationIntensity
| virtual float Game.SubsystemWeather.PrecipitationIntensity |
|
getset |
◆ RainColor
| virtual Color Game.SubsystemWeather.RainColor |
|
getset |
◆ RainSplashParticleSystem
| virtual RainSplashParticleSystem Game.SubsystemWeather.RainSplashParticleSystem |
|
getset |
◆ SnowColor
| virtual Color Game.SubsystemWeather.SnowColor |
|
getset |
◆ SnowSplashParticleSystem
| virtual SnowSplashParticleSystem Game.SubsystemWeather.SnowSplashParticleSystem |
|
getset |
◆ SubsystemSky
| SubsystemSky Game.SubsystemWeather.SubsystemSky |
|
getset |
◆ SubsystemTerrain
| SubsystemTerrain Game.SubsystemWeather.SubsystemTerrain |
|
getset |
◆ SubsystemTime
| SubsystemTime Game.SubsystemWeather.SubsystemTime |
|
getset |
◆ UpdateOrder
该类的文档由以下文件生成: