메소드 | 설명 | |
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Draw ( |
Zeichnet das Spielobjekt.
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Equals ( IGameObject other ) : bool |
Vergleicht zwei Spielobjekte.
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Equals ( object obj ) : bool | ||
GameObject ( Vector3 position = default(Vector3), Angles3 rotation = default(Angles3), Vector3 scale = default(Vector3), bool isVisible = true, bool isSelectable = false, bool isMovable = false ) : System | ||
Intersects ( Microsoft.Xna.Framework.Ray ray ) : |
Überprüft, ob der Mausstrahl das Spielobjekt schneidet.
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RotateToFaceTarget ( Vector3 target ) : void | ||
Update ( |
Wird für jeden Frame aufgerufen.
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메소드 | 설명 | |
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GetTextureHashCode ( IGameObject obj ) : int | ||
OnViewChanged ( ) : void | ||
UpdateCategory ( ) : void | ||
UpdateCategory ( string category ) : void |
메소드 | 설명 | |
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GetHashCode ( ) : int | ||
UpdatePrecomputed ( bool overrideValues = false ) : void |
public abstract Draw ( |
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time | ||
리턴 | void |
public GameObject ( Vector3 position = default(Vector3), Angles3 rotation = default(Angles3), Vector3 scale = default(Vector3), bool isVisible = true, bool isSelectable = false, bool isMovable = false ) : System | ||
position | Vector3 | |
rotation | Angles3 | |
scale | Vector3 | |
isVisible | bool | |
isSelectable | bool | |
isMovable | bool | |
리턴 | System |
protected GetTextureHashCode ( IGameObject obj ) : int | ||
obj | IGameObject | |
리턴 | int |
public Intersects ( Microsoft.Xna.Framework.Ray ray ) : |
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ray | Microsoft.Xna.Framework.Ray | |
리턴 |
public RotateToFaceTarget ( Vector3 target ) : void | ||
target | Vector3 | |
리턴 | void |
public Update ( |
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time | ||
리턴 | void |
protected UpdateCategory ( string category ) : void | ||
category | string | |
리턴 | void |