AcceptsOperatingItems | Sandbox.Game.Components.MyCraftingComponentBase | |
AcquireLockRequest(long entityId) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
ActionSound | Sandbox.Game.Components.MyCraftingComponentBasic | |
AddItemToProduce(MyFixedPoint amount, MyBlueprintDefinitionBase blueprint, long senderEntityId) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
AddItemToRepair(MyFixedPoint amount, MyBlueprintDefinitionBase blueprint, long senderEntityId, uint inventoryItemId, MyObjectBuilderType inventoryItemType, MyStringHash inventoryItemSubtypeId) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
AddProducedItemToInventory(MyBlueprintDefinitionBase definition, MyFixedPoint amountMult) | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotectedvirtual |
AvailableBlueprintClasses | Sandbox.Game.Components.MyCraftingComponentBase | |
AvailableOperatingSpace | Sandbox.Game.Components.MyCraftingComponentBase | |
BeforeRemovedFromContainer | VRage.Game.Components.MyEntityComponentBase | |
BlueprintProduced | Sandbox.Game.Components.MyCraftingComponentBase | |
BlueprintsToProduceCount | Sandbox.Game.Components.MyCraftingComponentBase | |
CanOperate | Sandbox.Game.Components.MyCraftingComponentBasic | |
CanUseBlueprint(MyBlueprintDefinitionBase blueprint) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
ClearItemsToProduce(long senderEntityId) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
ClearItemsToProduce() | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
Close() | Sandbox.Game.Components.MyCraftingComponentBase | inlinevirtual |
Closed | VRage.Game.Components.MyGameLogicComponent | |
ComponentTypeDebugString | Sandbox.Game.Components.MyCraftingComponentBasic | |
Container | VRage.Game.Components.MyEntityComponentBase | |
ContainerBase | VRage.Game.Components.MyComponentBase | |
ContainsOperatingItem(MyPhysicalInventoryItem item) | Sandbox.Game.Components.MyCraftingComponentBase | inlinevirtual |
CreateInventoryBlockItem(MyDefinitionId blockDefinition, MyFixedPoint amount) | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
CreateInventoryItem(MyDefinitionId itemDefinition, MyFixedPoint amount) | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
CurrentItemStatus | Sandbox.Game.Components.MyCraftingComponentBase | |
Deserialize(MyObjectBuilder_ComponentBase builder) | Sandbox.Game.Components.MyCraftingComponentBasic | inlinevirtual |
Sandbox::Game::Components::MyCraftingComponentBase.Deserialize(VRage.Game.ObjectBuilders.ComponentSystem.MyObjectBuilder_ComponentBase builder) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
DisplayNameText | Sandbox.Game.Components.MyCraftingComponentBasic | |
Entity | VRage.Game.Components.MyEntityComponentBase | |
GetAs< T >() | VRage.Game.Components.MyComponentBase | inlinevirtual |
GetCurrentItemInProduction() | Sandbox.Game.Components.MyCraftingComponentBase | inline |
GetInsertedOperatingItems(List< MyPhysicalInventoryItem > itemsList) | Sandbox.Game.Components.MyCraftingComponentBase | inlinevirtual |
GetItemToProduce(int index) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
GetObjectBuilder(bool copy=false) | Sandbox.Game.Components.MyCraftingComponentBasic | inlinevirtual |
GetOperatingItemRemovableAmount(MyPhysicalInventoryItem item) | Sandbox.Game.Components.MyCraftingComponentBase | inlinevirtual |
Init(MyComponentDefinitionBase definition) | Sandbox.Game.Components.MyCraftingComponentBasic | inlinevirtual |
Sandbox::Game::Components::MyCraftingComponentBase.Init(MyObjectBuilder_EntityBase objectBuilder) | VRage.Game.Components.MyGameLogicComponent | inlinevirtual |
InsertOperatingItem(MyPhysicalInventoryItem item, long senderEntityId) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
InsertOperatingItem_Implementation(MyPhysicalInventoryItem item) | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotectedvirtual |
InventoryIsFull | Sandbox.Game.Components.MyCraftingComponentBase | |
IsLocked | Sandbox.Game.Components.MyCraftingComponentBase | |
IsOperatingItem(MyPhysicalInventoryItem item) | Sandbox.Game.Components.MyCraftingComponentBase | inlinevirtual |
IsProducing | Sandbox.Game.Components.MyCraftingComponentBase | |
IsProductionDone | Sandbox.Game.Components.MyCraftingComponentBase | |
IsSerialized() | Sandbox.Game.Components.MyCraftingComponentBasic | inlinevirtual |
ItemsInProduction | Sandbox.Game.Components.MyCraftingComponentBase | |
LockAcquired | Sandbox.Game.Components.MyCraftingComponentBase | |
LockedByEntityId | Sandbox.Game.Components.MyCraftingComponentBase | |
LockReleased | Sandbox.Game.Components.MyCraftingComponentBase | |
m_blueprintClasses | Sandbox.Game.Components.MyCraftingComponentBase | protected |
m_craftingSpeedMultiplier | Sandbox.Game.Components.MyCraftingComponentBase | protected |
m_currentItem | Sandbox.Game.Components.MyCraftingComponentBase | protected |
m_currentItemStatus | Sandbox.Game.Components.MyCraftingComponentBase | protected |
m_currentProductionAmount | Sandbox.Game.Components.MyCraftingComponentBase | protected |
m_elapsedTimeMs | Sandbox.Game.Components.MyCraftingComponentBase | protected |
m_lastItemStatus | Sandbox.Game.Components.MyCraftingComponentBase | protected |
MarkedForClose | VRage.Game.Components.MyGameLogicComponent | |
MarkForClose() | VRage.Game.Components.MyGameLogicComponent | inlinevirtual |
MaxAmountToFitInventory(MyBlueprintDefinitionBase definition) | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
MaxProducableAmount(MyBlueprintDefinitionBase blueprintDefinition, bool raiseMissingRequiredItemEvent=false) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
MissingRequiredItem | Sandbox.Game.Components.MyCraftingComponentBase | |
MyCraftingComponentBasic() | Sandbox.Game.Components.MyCraftingComponentBasic | inline |
NeedsUpdate | VRage.Game.Components.MyGameLogicComponent | |
OnAddedToContainer() | Sandbox.Game.Components.MyCraftingComponentBasic | inlinevirtual |
OnAddedToScene() | VRage.Game.Components.MyComponentBase | inlinevirtual |
OnAfterAddedToContainer | VRage.Game.Components.MyEntityComponentBase | static |
OnBeforeRemovedFromContainer() | VRage.Game.Components.MyEntityComponentBase | inlinevirtual |
OnBlueprintProduced(MyBlueprintDefinitionBase blueprint, MyFixedPoint amount) | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
OnRemovedFromScene() | VRage.Game.Components.MyComponentBase | inlinevirtual |
OperatingChanged | Sandbox.Game.Components.MyCraftingComponentBase | |
OperatingItemsDisplayNameText | Sandbox.Game.Components.MyCraftingComponentBase | |
OperatingItemsLevel | Sandbox.Game.Components.MyCraftingComponentBase | |
ProductionChanged | Sandbox.Game.Components.MyCraftingComponentBase | |
RaiseEvent_InventoryIsFull() | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
RaiseEvent_MissingRequiredItem(MyBlueprintDefinitionBase blueprint, MyBlueprintDefinitionBase.Item missingItem) | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
RaiseEvent_OperatingChanged() | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
RaiseEvent_ProductionChanged() | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
ReleaseLockRequest(long entityId) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
RemoveItemToProduce(MyFixedPoint amount, MyBlueprintDefinitionBase blueprint, long senderEntityId, int itemId=-1) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
RemoveItemToProduce(MyFixedPoint amount, MyBlueprintToProduce blueprintInProduction, long senderEntityId) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
RemoveOperatingItem(MyPhysicalInventoryItem item, MyFixedPoint amount, long senderEntityId) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
RemoveOperatingItem(MyPhysicalInventoryItem item, MyFixedPoint amount) | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
RemoveOperatingItem_Implementation(MyPhysicalInventoryItem item, MyFixedPoint amount) | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotectedvirtual |
RemovePrereqItemsFromInventory(MyBlueprintDefinitionBase definition, MyFixedPoint amountMult) | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
RequiresItemsToOperate | Sandbox.Game.Components.MyCraftingComponentBasic | |
SelectItemToProduction() | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
Serialize(bool copy=false) | Sandbox.Game.Components.MyCraftingComponentBasic | inlinevirtual |
SetContainer(MyComponentContainer container) | VRage.Game.Components.MyComponentBase | inlinevirtual |
StartProduction(long senderEntityId) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
StartProduction() | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
StartProduction_Implementation() | Sandbox.Game.Components.MyCraftingComponentBasic | inlineprotectedvirtual |
StopOperating() | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
StopOperating_Implementation() | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotectedvirtual |
StopProduction(long senderEntityId) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
StopProduction() | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
StopProduction_Implementation() | Sandbox.Game.Components.MyCraftingComponentBasic | inlineprotectedvirtual |
TryGetItemToProduce(MyBlueprintDefinitionBase blueprint) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
TryGetItemToRepair(uint inventoryItemId, MyObjectBuilderType inventoryItemType, MyStringHash inventoryItemSubtypeId) | Sandbox.Game.Components.MyCraftingComponentBase | inline |
UpdateAfterSimulation() | VRage.Game.Components.MyGameLogicComponent | inlinevirtual |
UpdateAfterSimulation10() | VRage.Game.Components.MyGameLogicComponent | inlinevirtual |
UpdateAfterSimulation100() | Sandbox.Game.Components.MyCraftingComponentBasic | inlinevirtual |
UpdateBeforeSimulation() | VRage.Game.Components.MyGameLogicComponent | inlinevirtual |
UpdateBeforeSimulation10() | VRage.Game.Components.MyGameLogicComponent | inlinevirtual |
UpdateBeforeSimulation100() | VRage.Game.Components.MyGameLogicComponent | inlinevirtual |
UpdateCurrentItem() | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotected |
UpdateCurrentItemStatus(float statusDelta) | Sandbox.Game.Components.MyCraftingComponentBase | inlinevirtual |
UpdateOnceBeforeFrame() | VRage.Game.Components.MyGameLogicComponent | inlinevirtual |
UpdateOperatingLevel() | Sandbox.Game.Components.MyCraftingComponentBase | inlineprotectedvirtual |
UpdateProduction_Implementation() | Sandbox.Game.Components.MyCraftingComponentBasic | inlineprotectedvirtual |
UpdatingStopped() | VRage.Game.Components.MyGameLogicComponent | inlinevirtual |