프로퍼티 | 타입 | 설명 | |
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barFilledColor | |||
barSize | Vector2 | ||
barUnfilledColor | |||
coveredCells | List |
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drawingCounterInTicks | int | ||
effectCells | List |
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forceFieldAbsorbtionMatrix | |||
forceFieldAbsorbtionTexture | UnityEngine.Material[] | ||
forceFieldCharge | float | ||
forceFieldMatrix | |||
forceFieldScale | Vector3 | ||
forceFieldState | ForceFieldState | ||
forceFieldTexture | UnityEngine.Material[] | ||
initializationElapsedTimeInTicks | int | ||
matrixAbsorbtionCounterInTicks | int[] | ||
matrixAbsorbtionFadingCoefficient | float[] | ||
matrixFadingCoefficient | float[] | ||
matrixIsStartingAbsorbion | bool[] | ||
powerComp | CompPowerTrader |
메소드 | 설명 | |
---|---|---|
ActivateMatrixAbsorbtionEffect ( Vector3 absorbtionPosition ) : void | ||
ComputeDrawingParameters ( ) : void | ||
DisplayCoveredCells ( List |
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Draw ( ) : void | ||
ExposeData ( ) : void |
Saves and loads internal state variables (stored in savegame data).
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GetCoveredCells ( IntVec3 origin, Rot4 rotation ) : List |
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GetIncomingProjectiles ( ) : List |
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GetInspectString ( ) : string |
Get the string displayed in the inspection panel.
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GetStateAsString ( ForceFieldState state ) : string |
Gets the state as a string.
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IsProjectileIncoming ( ProjectileWithAngle &projectileWithAngle ) : bool | ||
SpawnSetup ( ) : void |
Initialize instance variables.
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Tick ( ) : void | ||
TreatExplosiveProjectile ( ProjectileWithAngle projectileWithAngle ) : void | ||
TreatRocketProjectile ( ProjectileWithAngle projectileWithAngle ) : void | ||
TreatStandardProjectile ( ProjectileWithAngle projectileWithAngle ) : void | ||
TryAbsorbIncomingProjectiles ( ) : void |
public ActivateMatrixAbsorbtionEffect ( Vector3 absorbtionPosition ) : void | ||
absorbtionPosition | Vector3 | |
리턴 | void |
public static DisplayCoveredCells ( List |
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coverdCellsList | List |
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리턴 | void |
public static GetCoveredCells ( IntVec3 origin, Rot4 rotation ) : List |
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origin | IntVec3 | |
rotation | Rot4 | |
리턴 | List |
public GetStateAsString ( ForceFieldState state ) : string | ||
state | ForceFieldState | |
리턴 | string |
public IsProjectileIncoming ( ProjectileWithAngle &projectileWithAngle ) : bool | ||
projectileWithAngle | ProjectileWithAngle | |
리턴 | bool |
public TreatExplosiveProjectile ( ProjectileWithAngle projectileWithAngle ) : void | ||
projectileWithAngle | ProjectileWithAngle | |
리턴 | void |
public TreatRocketProjectile ( ProjectileWithAngle projectileWithAngle ) : void | ||
projectileWithAngle | ProjectileWithAngle | |
리턴 | void |
public TreatStandardProjectile ( ProjectileWithAngle projectileWithAngle ) : void | ||
projectileWithAngle | ProjectileWithAngle | |
리턴 | void |
public static Material,UnityEngine barFilledColor | ||
리턴 |
public static Material,UnityEngine barUnfilledColor | ||
리턴 |
public Matrix4x4,UnityEngine forceFieldAbsorbtionMatrix | ||
리턴 |
public static Material[],UnityEngine forceFieldAbsorbtionTexture | ||
리턴 | UnityEngine.Material[] |
public static Material[],UnityEngine forceFieldTexture | ||
리턴 | UnityEngine.Material[] |
public float[] matrixAbsorbtionFadingCoefficient | ||
리턴 | float[] |