C# Class ForceField.Building_ForceFieldGenerator

Inheritance: Building
ファイルを表示 Open project: Rikiki123456789/Rimworld Class Usage Examples

Public Properties

Property Type Description
barFilledColor UnityEngine.Material
barSize Vector2
barUnfilledColor UnityEngine.Material
coveredCells List
drawingCounterInTicks int
effectCells List
forceFieldAbsorbtionMatrix UnityEngine.Matrix4x4
forceFieldAbsorbtionTexture UnityEngine.Material[]
forceFieldCharge float
forceFieldMatrix UnityEngine.Matrix4x4
forceFieldScale Vector3
forceFieldState ForceFieldState
forceFieldTexture UnityEngine.Material[]
initializationElapsedTimeInTicks int
matrixAbsorbtionCounterInTicks int[]
matrixAbsorbtionFadingCoefficient float[]
matrixFadingCoefficient float[]
matrixIsStartingAbsorbion bool[]
powerComp CompPowerTrader

Public Methods

Method Description
ActivateMatrixAbsorbtionEffect ( Vector3 absorbtionPosition ) : void
ComputeDrawingParameters ( ) : void
DisplayCoveredCells ( List coverdCellsList ) : void
Draw ( ) : void
ExposeData ( ) : void

Saves and loads internal state variables (stored in savegame data).

GetCoveredCells ( IntVec3 origin, Rot4 rotation ) : List
GetIncomingProjectiles ( ) : List
GetInspectString ( ) : string

Get the string displayed in the inspection panel.

GetStateAsString ( ForceFieldState state ) : string

Gets the state as a string.

IsProjectileIncoming ( ProjectileWithAngle &projectileWithAngle ) : bool
SpawnSetup ( ) : void

Initialize instance variables.

Tick ( ) : void
TreatExplosiveProjectile ( ProjectileWithAngle projectileWithAngle ) : void
TreatRocketProjectile ( ProjectileWithAngle projectileWithAngle ) : void
TreatStandardProjectile ( ProjectileWithAngle projectileWithAngle ) : void
TryAbsorbIncomingProjectiles ( ) : void

Method Details

ActivateMatrixAbsorbtionEffect() public method

public ActivateMatrixAbsorbtionEffect ( Vector3 absorbtionPosition ) : void
absorbtionPosition Vector3
return void

ComputeDrawingParameters() public method

public ComputeDrawingParameters ( ) : void
return void

DisplayCoveredCells() public static method

public static DisplayCoveredCells ( List coverdCellsList ) : void
coverdCellsList List
return void

Draw() public method

public Draw ( ) : void
return void

ExposeData() public method

Saves and loads internal state variables (stored in savegame data).
public ExposeData ( ) : void
return void

GetCoveredCells() public static method

public static GetCoveredCells ( IntVec3 origin, Rot4 rotation ) : List
origin IntVec3
rotation Rot4
return List

GetIncomingProjectiles() public method

public GetIncomingProjectiles ( ) : List
return List

GetInspectString() public method

Get the string displayed in the inspection panel.
public GetInspectString ( ) : string
return string

GetStateAsString() public method

Gets the state as a string.
public GetStateAsString ( ForceFieldState state ) : string
state ForceFieldState
return string

IsProjectileIncoming() public method

public IsProjectileIncoming ( ProjectileWithAngle &projectileWithAngle ) : bool
projectileWithAngle ProjectileWithAngle
return bool

SpawnSetup() public method

Initialize instance variables.
public SpawnSetup ( ) : void
return void

Tick() public method

public Tick ( ) : void
return void

TreatExplosiveProjectile() public method

public TreatExplosiveProjectile ( ProjectileWithAngle projectileWithAngle ) : void
projectileWithAngle ProjectileWithAngle
return void

TreatRocketProjectile() public method

public TreatRocketProjectile ( ProjectileWithAngle projectileWithAngle ) : void
projectileWithAngle ProjectileWithAngle
return void

TreatStandardProjectile() public method

public TreatStandardProjectile ( ProjectileWithAngle projectileWithAngle ) : void
projectileWithAngle ProjectileWithAngle
return void

TryAbsorbIncomingProjectiles() public method

public TryAbsorbIncomingProjectiles ( ) : void
return void

Property Details

barFilledColor public_oe static_oe property

public static Material,UnityEngine barFilledColor
return UnityEngine.Material

barSize public_oe static_oe property

public static Vector2 barSize
return Vector2

barUnfilledColor public_oe static_oe property

public static Material,UnityEngine barUnfilledColor
return UnityEngine.Material

coveredCells public_oe property

public List coveredCells
return List

drawingCounterInTicks public_oe property

public int drawingCounterInTicks
return int

effectCells public_oe property

public List effectCells
return List

forceFieldAbsorbtionMatrix public_oe property

public Matrix4x4,UnityEngine forceFieldAbsorbtionMatrix
return UnityEngine.Matrix4x4

forceFieldAbsorbtionTexture public_oe static_oe property

public static Material[],UnityEngine forceFieldAbsorbtionTexture
return UnityEngine.Material[]

forceFieldCharge public_oe property

public float forceFieldCharge
return float

forceFieldMatrix public_oe property

public Matrix4x4,UnityEngine forceFieldMatrix
return UnityEngine.Matrix4x4

forceFieldScale public_oe property

public Vector3 forceFieldScale
return Vector3

forceFieldState public_oe property

public ForceFieldState forceFieldState
return ForceFieldState

forceFieldTexture public_oe static_oe property

public static Material[],UnityEngine forceFieldTexture
return UnityEngine.Material[]

initializationElapsedTimeInTicks public_oe property

public int initializationElapsedTimeInTicks
return int

matrixAbsorbtionCounterInTicks public_oe property

public int[] matrixAbsorbtionCounterInTicks
return int[]

matrixAbsorbtionFadingCoefficient public_oe property

public float[] matrixAbsorbtionFadingCoefficient
return float[]

matrixFadingCoefficient public_oe property

public float[] matrixFadingCoefficient
return float[]

matrixIsStartingAbsorbion public_oe property

public bool[] matrixIsStartingAbsorbion
return bool[]

powerComp public_oe property

public CompPowerTrader powerComp
return CompPowerTrader