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

Public 成员函数

override void OnBlockRemoved (int value, int newValue, int x, int y, int z)
override void OnChunkDiscarding (TerrainChunk chunk)
virtual void Update (float dt)
override void Load (ValuesDictionary valuesDictionary)
override void Save (ValuesDictionary valuesDictionary)
void DecayLeavesIfNeeded (Point3 p)
Public 成员函数 继承自 Game.SubsystemBlockBehavior
virtual void OnChunkInitialized (TerrainChunk chunk)
virtual void OnBlockGenerated (int value, int x, int y, int z, bool isLoaded)
virtual void OnBlockAdded (int value, int oldValue, int x, int y, int z)
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 void OnNeighborBlockChanged (int x, int y, int z, int neighborX, int neighborY, int neighborZ)
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 Dispose ()
virtual void Initialize (Project project, ValuesDictionary valuesDictionary)

Public 属性

SubsystemGameInfo m_subsystemGameInfo
SubsystemTime m_subsystemTime
HashSet< Point3m_leavesToCheck = []

静态 Public 属性

const int m_radius = 3
const int m_maxLeavesToCheck = 5000

属性

override int[] HandledBlocks [get]
UpdateOrder UpdateOrder [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 SubsystemWoodBlockBehavior.cs6 行定义.

成员函数说明

◆ DecayLeavesIfNeeded()

void Game.SubsystemWoodBlockBehavior.DecayLeavesIfNeeded ( Point3 p)

在文件 SubsystemWoodBlockBehavior.cs101 行定义.

函数调用图:
这是这个函数的调用关系图:

◆ Load()

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

◆ OnBlockRemoved()

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

重载 Game.SubsystemBlockBehavior .

在文件 SubsystemWoodBlockBehavior.cs21 行定义.

函数调用图:

◆ OnChunkDiscarding()

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

重载 Game.SubsystemBlockBehavior .

在文件 SubsystemWoodBlockBehavior.cs51 行定义.

函数调用图:

◆ Save()

override void Game.SubsystemWoodBlockBehavior.Save ( ValuesDictionary valuesDictionary)
virtual

重载 GameEntitySystem.Subsystem .

在文件 SubsystemWoodBlockBehavior.cs95 行定义.

◆ Update()

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

实现了 Game.IUpdateable.

在文件 SubsystemWoodBlockBehavior.cs70 行定义.

函数调用图:

类成员变量说明

◆ m_leavesToCheck

HashSet<Point3> Game.SubsystemWoodBlockBehavior.m_leavesToCheck = []

在文件 SubsystemWoodBlockBehavior.cs15 行定义.

◆ m_maxLeavesToCheck

const int Game.SubsystemWoodBlockBehavior.m_maxLeavesToCheck = 5000
static

在文件 SubsystemWoodBlockBehavior.cs9 行定义.

◆ m_radius

const int Game.SubsystemWoodBlockBehavior.m_radius = 3
static

在文件 SubsystemWoodBlockBehavior.cs7 行定义.

◆ m_subsystemGameInfo

SubsystemGameInfo Game.SubsystemWoodBlockBehavior.m_subsystemGameInfo

在文件 SubsystemWoodBlockBehavior.cs11 行定义.

◆ m_subsystemTime

SubsystemTime Game.SubsystemWoodBlockBehavior.m_subsystemTime

在文件 SubsystemWoodBlockBehavior.cs13 行定义.

属性说明

◆ HandledBlocks

override int [] Game.SubsystemWoodBlockBehavior.HandledBlocks
get

在文件 SubsystemWoodBlockBehavior.cs17 行定义.

◆ UpdateOrder

UpdateOrder Game.SubsystemWoodBlockBehavior.UpdateOrder
get

实现了 Game.IUpdateable.

在文件 SubsystemWoodBlockBehavior.cs19 行定义.


该类的文档由以下文件生成: