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Sandbox.Game.Components.MyCraftingComponentBase Class Referenceabstract
Inheritance diagram for Sandbox.Game.Components.MyCraftingComponentBase:
VRage.Game.Components.MyGameLogicComponent VRage.Network.IMyEventProxy VRage.Game.Components.MyEntityComponentBase VRage.Network.IMyEventOwner VRage.Game.Components.MyComponentBase Sandbox.Game.Components.MyCraftingComponentBasic Sandbox.Game.Components.MyCraftingComponentBlock Sandbox.Game.Components.MyCraftingComponentInteractive

Classes

class  MyBlueprintToProduce
 Normal class to hold information about blueprint being produced More...
 
class  MyRepairBlueprintToProduce
 Use this class with blueprints, that are type of MyRepairBlueprintDefinition, intended for repairing items.. More...
 

Public Member Functions

virtual void GetInsertedOperatingItems (List< MyPhysicalInventoryItem > itemsList)
 
virtual bool IsOperatingItem (MyPhysicalInventoryItem item)
 
virtual bool ContainsOperatingItem (MyPhysicalInventoryItem item)
 
virtual MyFixedPoint GetOperatingItemRemovableAmount (MyPhysicalInventoryItem item)
 
MyBlueprintToProduce GetItemToProduce (int index)
 
void StartProduction (long senderEntityId)
 
void StopProduction (long senderEntityId)
 
void ClearItemsToProduce (long senderEntityId)
 
bool CanUseBlueprint (MyBlueprintDefinitionBase blueprint)
 
void AddItemToProduce (MyFixedPoint amount, MyBlueprintDefinitionBase blueprint, long senderEntityId)
 
void AddItemToRepair (MyFixedPoint amount, MyBlueprintDefinitionBase blueprint, long senderEntityId, uint inventoryItemId, MyObjectBuilderType inventoryItemType, MyStringHash inventoryItemSubtypeId)
 
void RemoveItemToProduce (MyFixedPoint amount, MyBlueprintDefinitionBase blueprint, long senderEntityId, int itemId=-1)
 
void RemoveItemToProduce (MyFixedPoint amount, MyBlueprintToProduce blueprintInProduction, long senderEntityId)
 
MyFixedPoint MaxProducableAmount (MyBlueprintDefinitionBase blueprintDefinition, bool raiseMissingRequiredItemEvent=false)
 
MyBlueprintToProduce TryGetItemToProduce (MyBlueprintDefinitionBase blueprint)
 
MyRepairBlueprintToProduce TryGetItemToRepair (uint inventoryItemId, MyObjectBuilderType inventoryItemType, MyStringHash inventoryItemSubtypeId)
 
void InsertOperatingItem (MyPhysicalInventoryItem item, long senderEntityId)
 
void RemoveOperatingItem (MyPhysicalInventoryItem item, MyFixedPoint amount, long senderEntityId)
 
virtual void UpdateCurrentItemStatus (float statusDelta)
 
MyBlueprintToProduce GetCurrentItemInProduction ()
 
void AcquireLockRequest (long entityId)
 
void ReleaseLockRequest (long entityId)
 
override void Close ()
 
override MyObjectBuilder_ComponentBase Serialize (bool copy=false)
 
override void Deserialize (VRage.Game.ObjectBuilders.ComponentSystem.MyObjectBuilder_ComponentBase builder)
 
- Public Member Functions inherited from VRage.Game.Components.MyGameLogicComponent
virtual void UpdateOnceBeforeFrame ()
 
virtual void UpdateBeforeSimulation ()
 
virtual void UpdateBeforeSimulation10 ()
 
virtual void UpdateBeforeSimulation100 ()
 
virtual void UpdateAfterSimulation ()
 
virtual void UpdateAfterSimulation10 ()
 
virtual void UpdateAfterSimulation100 ()
 
virtual void UpdatingStopped ()
 
virtual void Init (MyObjectBuilder_EntityBase objectBuilder)
 
abstract MyObjectBuilder_EntityBase GetObjectBuilder (bool copy=false)
 
virtual void MarkForClose ()
 
- Public Member Functions inherited from VRage.Game.Components.MyEntityComponentBase
override void OnAddedToContainer ()
 Gets called after the container of this component changes More...
 
override void OnBeforeRemovedFromContainer ()
 Gets called before the removal of this component from a container More...
 
- Public Member Functions inherited from VRage.Game.Components.MyComponentBase
virtual void SetContainer (MyComponentContainer container)
 Sets the container of this component. Note that the component is not added to the container here! Therefore, use MyComponentContainer.Add(...) method and it will in turn call this method. Actually, you should seldom have the need to call this method yourself. More...
 
virtual T GetAs< T > ()
 
virtual void OnAddedToScene ()
 CH: TOOD: Be careful! This does not get called if the component is added to a container that is in the scene already! More...
 
virtual void OnRemovedFromScene ()
 CH: TOOD: Be careful! This does not get called if the component is removed from a container that is still in the scene! More...
 
virtual void Deserialize (MyObjectBuilder_ComponentBase builder)
 
virtual void Init (MyComponentDefinitionBase definition)
 
virtual bool IsSerialized ()
 Tells the component container serializer whether this component should be saved More...
 

Protected Member Functions

abstract void UpdateProduction_Implementation ()
 
virtual void InsertOperatingItem_Implementation (MyPhysicalInventoryItem item)
 
virtual void RemoveOperatingItem_Implementation (MyPhysicalInventoryItem item, MyFixedPoint amount)
 
virtual void StopOperating_Implementation ()
 
virtual void UpdateOperatingLevel ()
 
virtual void StartProduction_Implementation ()
 
virtual void StopProduction_Implementation ()
 
void RaiseEvent_MissingRequiredItem (MyBlueprintDefinitionBase blueprint, MyBlueprintDefinitionBase.Item missingItem)
 
void RaiseEvent_InventoryIsFull ()
 
void OnBlueprintProduced (MyBlueprintDefinitionBase blueprint, MyFixedPoint amount)
 
void StartProduction ()
 
void StopProduction ()
 
void ClearItemsToProduce ()
 
void RemovePrereqItemsFromInventory (MyBlueprintDefinitionBase definition, MyFixedPoint amountMult)
 
virtual void AddProducedItemToInventory (MyBlueprintDefinitionBase definition, MyFixedPoint amountMult)
 
IMyInventoryItem CreateInventoryItem (MyDefinitionId itemDefinition, MyFixedPoint amount)
 
IMyInventoryItem CreateInventoryBlockItem (MyDefinitionId blockDefinition, MyFixedPoint amount)
 
MyFixedPoint MaxAmountToFitInventory (MyBlueprintDefinitionBase definition)
 
void RemoveOperatingItem (MyPhysicalInventoryItem item, MyFixedPoint amount)
 
void RaiseEvent_OperatingChanged ()
 
void StopOperating ()
 
void RaiseEvent_ProductionChanged ()
 
void SelectItemToProduction ()
 
void UpdateCurrentItem ()
 

Protected Attributes

List< MyBlueprintClassDefinitionm_blueprintClasses = new List<MyBlueprintClassDefinition>()
 
int m_currentItem = -1
 
float m_currentItemStatus
 
float m_lastItemStatus
 
MyFixedPoint m_currentProductionAmount = 1
 
int m_elapsedTimeMs = 0
 
float m_craftingSpeedMultiplier = 1.0f
 

Properties

bool IsProductionDone [get]
 
List< MyBlueprintClassDefinitionAvailableBlueprintClasses [get]
 
int BlueprintsToProduceCount [get]
 
abstract String DisplayNameText [get]
 
abstract bool RequiresItemsToOperate [get]
 
virtual String OperatingItemsDisplayNameText [get]
 
abstract bool CanOperate [get]
 
virtual float OperatingItemsLevel [get]
 
virtual bool AcceptsOperatingItems [get]
 
virtual float AvailableOperatingSpace [get]
 
bool IsProducing [get]
 
float CurrentItemStatus [get]
 
bool IsLocked [get]
 
long LockedByEntityId [get]
 
List< MyBlueprintToProduceItemsInProduction [get]
 
- Properties inherited from VRage.Game.Components.MyGameLogicComponent
MyEntityUpdateEnum NeedsUpdate [get, set]
 
bool Closed [get, protected set]
 
bool MarkedForClose [get, protected set]
 
override string ComponentTypeDebugString [get]
 
- Properties inherited from VRage.Game.Components.MyEntityComponentBase
MyEntityComponentContainer Container [get]
 
IMyEntity Entity [get]
 
abstract string ComponentTypeDebugString [get]
 Name of the base component type for debug purposes (e.g.: "Position") More...
 
- Properties inherited from VRage.Game.Components.MyComponentBase
MyComponentContainer ContainerBase [get]
 This cannot be named Container to not conflict with the definition of Container in MyEntityComponentBase. More...
 

Events

Action< MyCraftingComponentBase, MyBlueprintDefinitionBase, MyFixedPointBlueprintProduced
 
Action< MyCraftingComponentBase, MyBlueprintDefinitionBase, MyBlueprintDefinitionBase.ItemMissingRequiredItem
 
Action< MyCraftingComponentBaseInventoryIsFull
 
Action< MyCraftingComponentBase, MyBlueprintToProduceProductionChanged
 
Action< MyCraftingComponentBaseOperatingChanged
 
Action LockAcquired
 
Action LockReleased
 
- Events inherited from VRage.Game.Components.MyEntityComponentBase
static Action< MyEntityComponentBaseOnAfterAddedToContainer
 
Action< MyEntityComponentBaseBeforeRemovedFromContainer
 

Detailed Description

Definition at line 29 of file MyCraftingComponentBase.cs.

Member Function Documentation

void Sandbox.Game.Components.MyCraftingComponentBase.AcquireLockRequest ( long  entityId)
inline

Definition at line 1088 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.AddItemToProduce ( MyFixedPoint  amount,
MyBlueprintDefinitionBase  blueprint,
long  senderEntityId 
)
inline

Definition at line 403 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.AddItemToRepair ( MyFixedPoint  amount,
MyBlueprintDefinitionBase  blueprint,
long  senderEntityId,
uint  inventoryItemId,
MyObjectBuilderType  inventoryItemType,
MyStringHash  inventoryItemSubtypeId 
)
inline

Definition at line 449 of file MyCraftingComponentBase.cs.

virtual void Sandbox.Game.Components.MyCraftingComponentBase.AddProducedItemToInventory ( MyBlueprintDefinitionBase  definition,
MyFixedPoint  amountMult 
)
inlineprotectedvirtual
bool Sandbox.Game.Components.MyCraftingComponentBase.CanUseBlueprint ( MyBlueprintDefinitionBase  blueprint)
inline

Definition at line 393 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.ClearItemsToProduce ( long  senderEntityId)
inline

Definition at line 357 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.ClearItemsToProduce ( )
inlineprotected

Definition at line 362 of file MyCraftingComponentBase.cs.

override void Sandbox.Game.Components.MyCraftingComponentBase.Close ( )
inlinevirtual

Reimplemented from VRage.Game.Components.MyGameLogicComponent.

Definition at line 1157 of file MyCraftingComponentBase.cs.

virtual bool Sandbox.Game.Components.MyCraftingComponentBase.ContainsOperatingItem ( MyPhysicalInventoryItem  item)
inlinevirtual
IMyInventoryItem Sandbox.Game.Components.MyCraftingComponentBase.CreateInventoryBlockItem ( MyDefinitionId  blockDefinition,
MyFixedPoint  amount 
)
inlineprotected

Definition at line 703 of file MyCraftingComponentBase.cs.

IMyInventoryItem Sandbox.Game.Components.MyCraftingComponentBase.CreateInventoryItem ( MyDefinitionId  itemDefinition,
MyFixedPoint  amount 
)
inlineprotected

Definition at line 692 of file MyCraftingComponentBase.cs.

override void Sandbox.Game.Components.MyCraftingComponentBase.Deserialize ( VRage.Game.ObjectBuilders.ComponentSystem.MyObjectBuilder_ComponentBase  builder)
inline

Definition at line 1176 of file MyCraftingComponentBase.cs.

MyBlueprintToProduce Sandbox.Game.Components.MyCraftingComponentBase.GetCurrentItemInProduction ( )
inline

Definition at line 1079 of file MyCraftingComponentBase.cs.

virtual void Sandbox.Game.Components.MyCraftingComponentBase.GetInsertedOperatingItems ( List< MyPhysicalInventoryItem itemsList)
inlinevirtual
MyBlueprintToProduce Sandbox.Game.Components.MyCraftingComponentBase.GetItemToProduce ( int  index)
inline

Definition at line 271 of file MyCraftingComponentBase.cs.

virtual MyFixedPoint Sandbox.Game.Components.MyCraftingComponentBase.GetOperatingItemRemovableAmount ( MyPhysicalInventoryItem  item)
inlinevirtual
void Sandbox.Game.Components.MyCraftingComponentBase.InsertOperatingItem ( MyPhysicalInventoryItem  item,
long  senderEntityId 
)
inline

Definition at line 761 of file MyCraftingComponentBase.cs.

virtual void Sandbox.Game.Components.MyCraftingComponentBase.InsertOperatingItem_Implementation ( MyPhysicalInventoryItem  item)
inlineprotectedvirtual
virtual bool Sandbox.Game.Components.MyCraftingComponentBase.IsOperatingItem ( MyPhysicalInventoryItem  item)
inlinevirtual
MyFixedPoint Sandbox.Game.Components.MyCraftingComponentBase.MaxAmountToFitInventory ( MyBlueprintDefinitionBase  definition)
inlineprotected

Definition at line 711 of file MyCraftingComponentBase.cs.

MyFixedPoint Sandbox.Game.Components.MyCraftingComponentBase.MaxProducableAmount ( MyBlueprintDefinitionBase  blueprintDefinition,
bool  raiseMissingRequiredItemEvent = false 
)
inline

Definition at line 583 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.OnBlueprintProduced ( MyBlueprintDefinitionBase  blueprint,
MyFixedPoint  amount 
)
inlineprotected

Definition at line 282 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.RaiseEvent_InventoryIsFull ( )
inlineprotected

Definition at line 255 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.RaiseEvent_MissingRequiredItem ( MyBlueprintDefinitionBase  blueprint,
MyBlueprintDefinitionBase.Item  missingItem 
)
inlineprotected

Definition at line 213 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.RaiseEvent_OperatingChanged ( )
inlineprotected

Definition at line 806 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.RaiseEvent_ProductionChanged ( )
inlineprotected

Definition at line 827 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.ReleaseLockRequest ( long  entityId)
inline

Definition at line 1093 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.RemoveItemToProduce ( MyFixedPoint  amount,
MyBlueprintDefinitionBase  blueprint,
long  senderEntityId,
int  itemId = -1 
)
inline

Definition at line 500 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.RemoveItemToProduce ( MyFixedPoint  amount,
MyBlueprintToProduce  blueprintInProduction,
long  senderEntityId 
)
inline

Definition at line 506 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.RemoveOperatingItem ( MyPhysicalInventoryItem  item,
MyFixedPoint  amount,
long  senderEntityId 
)
inline

Definition at line 781 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.RemoveOperatingItem ( MyPhysicalInventoryItem  item,
MyFixedPoint  amount 
)
inlineprotected

Definition at line 786 of file MyCraftingComponentBase.cs.

virtual void Sandbox.Game.Components.MyCraftingComponentBase.RemoveOperatingItem_Implementation ( MyPhysicalInventoryItem  item,
MyFixedPoint  amount 
)
inlineprotectedvirtual
void Sandbox.Game.Components.MyCraftingComponentBase.RemovePrereqItemsFromInventory ( MyBlueprintDefinitionBase  definition,
MyFixedPoint  amountMult 
)
inlineprotected

Definition at line 616 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.SelectItemToProduction ( )
inlineprotected

Definition at line 845 of file MyCraftingComponentBase.cs.

override MyObjectBuilder_ComponentBase Sandbox.Game.Components.MyCraftingComponentBase.Serialize ( bool  copy = false)
inlinevirtual
void Sandbox.Game.Components.MyCraftingComponentBase.StartProduction ( long  senderEntityId)
inline

Definition at line 307 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.StartProduction ( )
inlineprotected

Definition at line 312 of file MyCraftingComponentBase.cs.

virtual void Sandbox.Game.Components.MyCraftingComponentBase.StartProduction_Implementation ( )
inlineprotectedvirtual
void Sandbox.Game.Components.MyCraftingComponentBase.StopOperating ( )
inlineprotected

Definition at line 816 of file MyCraftingComponentBase.cs.

virtual void Sandbox.Game.Components.MyCraftingComponentBase.StopOperating_Implementation ( )
inlineprotectedvirtual
void Sandbox.Game.Components.MyCraftingComponentBase.StopProduction ( long  senderEntityId)
inline

Definition at line 332 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.StopProduction ( )
inlineprotected

Definition at line 337 of file MyCraftingComponentBase.cs.

virtual void Sandbox.Game.Components.MyCraftingComponentBase.StopProduction_Implementation ( )
inlineprotectedvirtual
MyBlueprintToProduce Sandbox.Game.Components.MyCraftingComponentBase.TryGetItemToProduce ( MyBlueprintDefinitionBase  blueprint)
inline

Definition at line 747 of file MyCraftingComponentBase.cs.

MyRepairBlueprintToProduce Sandbox.Game.Components.MyCraftingComponentBase.TryGetItemToRepair ( uint  inventoryItemId,
MyObjectBuilderType  inventoryItemType,
MyStringHash  inventoryItemSubtypeId 
)
inline

Definition at line 752 of file MyCraftingComponentBase.cs.

void Sandbox.Game.Components.MyCraftingComponentBase.UpdateCurrentItem ( )
inlineprotected

Definition at line 948 of file MyCraftingComponentBase.cs.

virtual void Sandbox.Game.Components.MyCraftingComponentBase.UpdateCurrentItemStatus ( float  statusDelta)
inlinevirtual
virtual void Sandbox.Game.Components.MyCraftingComponentBase.UpdateOperatingLevel ( )
inlineprotectedvirtual
abstract void Sandbox.Game.Components.MyCraftingComponentBase.UpdateProduction_Implementation ( )
protectedpure virtual

Member Data Documentation

List<MyBlueprintClassDefinition> Sandbox.Game.Components.MyCraftingComponentBase.m_blueprintClasses = new List<MyBlueprintClassDefinition>()
protected

Definition at line 69 of file MyCraftingComponentBase.cs.

float Sandbox.Game.Components.MyCraftingComponentBase.m_craftingSpeedMultiplier = 1.0f
protected

Definition at line 83 of file MyCraftingComponentBase.cs.

int Sandbox.Game.Components.MyCraftingComponentBase.m_currentItem = -1
protected

Definition at line 78 of file MyCraftingComponentBase.cs.

float Sandbox.Game.Components.MyCraftingComponentBase.m_currentItemStatus
protected

Definition at line 79 of file MyCraftingComponentBase.cs.

MyFixedPoint Sandbox.Game.Components.MyCraftingComponentBase.m_currentProductionAmount = 1
protected

Definition at line 81 of file MyCraftingComponentBase.cs.

int Sandbox.Game.Components.MyCraftingComponentBase.m_elapsedTimeMs = 0
protected

Definition at line 82 of file MyCraftingComponentBase.cs.

float Sandbox.Game.Components.MyCraftingComponentBase.m_lastItemStatus
protected

Definition at line 80 of file MyCraftingComponentBase.cs.

Property Documentation

virtual bool Sandbox.Game.Components.MyCraftingComponentBase.AcceptsOperatingItems
get

Definition at line 139 of file MyCraftingComponentBase.cs.

List<MyBlueprintClassDefinition> Sandbox.Game.Components.MyCraftingComponentBase.AvailableBlueprintClasses
get

Definition at line 98 of file MyCraftingComponentBase.cs.

virtual float Sandbox.Game.Components.MyCraftingComponentBase.AvailableOperatingSpace
get

Definition at line 144 of file MyCraftingComponentBase.cs.

int Sandbox.Game.Components.MyCraftingComponentBase.BlueprintsToProduceCount
get

Definition at line 103 of file MyCraftingComponentBase.cs.

abstract bool Sandbox.Game.Components.MyCraftingComponentBase.CanOperate
get

Definition at line 129 of file MyCraftingComponentBase.cs.

float Sandbox.Game.Components.MyCraftingComponentBase.CurrentItemStatus
get

Definition at line 154 of file MyCraftingComponentBase.cs.

abstract String Sandbox.Game.Components.MyCraftingComponentBase.DisplayNameText
get

Definition at line 111 of file MyCraftingComponentBase.cs.

bool Sandbox.Game.Components.MyCraftingComponentBase.IsLocked
get

Definition at line 159 of file MyCraftingComponentBase.cs.

bool Sandbox.Game.Components.MyCraftingComponentBase.IsProducing
get

Definition at line 149 of file MyCraftingComponentBase.cs.

bool Sandbox.Game.Components.MyCraftingComponentBase.IsProductionDone
get

Definition at line 92 of file MyCraftingComponentBase.cs.

List<MyBlueprintToProduce> Sandbox.Game.Components.MyCraftingComponentBase.ItemsInProduction
get

Definition at line 176 of file MyCraftingComponentBase.cs.

long Sandbox.Game.Components.MyCraftingComponentBase.LockedByEntityId
get

Definition at line 168 of file MyCraftingComponentBase.cs.

virtual String Sandbox.Game.Components.MyCraftingComponentBase.OperatingItemsDisplayNameText
get

Definition at line 121 of file MyCraftingComponentBase.cs.

virtual float Sandbox.Game.Components.MyCraftingComponentBase.OperatingItemsLevel
get

Definition at line 134 of file MyCraftingComponentBase.cs.

abstract bool Sandbox.Game.Components.MyCraftingComponentBase.RequiresItemsToOperate
get

Definition at line 116 of file MyCraftingComponentBase.cs.

Event Documentation

Action<MyCraftingComponentBase, MyBlueprintDefinitionBase, MyFixedPoint> Sandbox.Game.Components.MyCraftingComponentBase.BlueprintProduced

Definition at line 70 of file MyCraftingComponentBase.cs.

Action<MyCraftingComponentBase> Sandbox.Game.Components.MyCraftingComponentBase.InventoryIsFull

Definition at line 72 of file MyCraftingComponentBase.cs.

Action Sandbox.Game.Components.MyCraftingComponentBase.LockAcquired

Definition at line 75 of file MyCraftingComponentBase.cs.

Action Sandbox.Game.Components.MyCraftingComponentBase.LockReleased

Definition at line 76 of file MyCraftingComponentBase.cs.

Action<MyCraftingComponentBase, MyBlueprintDefinitionBase, MyBlueprintDefinitionBase.Item> Sandbox.Game.Components.MyCraftingComponentBase.MissingRequiredItem

Definition at line 71 of file MyCraftingComponentBase.cs.

Action<MyCraftingComponentBase> Sandbox.Game.Components.MyCraftingComponentBase.OperatingChanged

Definition at line 74 of file MyCraftingComponentBase.cs.

Action<MyCraftingComponentBase, MyBlueprintToProduce> Sandbox.Game.Components.MyCraftingComponentBase.ProductionChanged

Definition at line 73 of file MyCraftingComponentBase.cs.


The documentation for this class was generated from the following file: