Space Engineers
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Public Member Functions | |
MyCraftingComponentBlock () | |
override void | Init (MyComponentDefinitionBase definition) |
override void | OnAddedToContainer () |
Gets called after the container of this component changes More... | |
void | OnBlockEnabledChanged (MyCubeBlock obj) |
override bool | IsSerialized () |
Tells the component container serializer whether this component should be saved More... | |
override void | OnBeforeRemovedFromContainer () |
Gets called before the removal of this component from a container More... | |
override void | Deserialize (MyObjectBuilder_ComponentBase builder) |
override MyObjectBuilder_ComponentBase | Serialize (bool copy=false) |
override VRage.ObjectBuilders.MyObjectBuilder_EntityBase | GetObjectBuilder (bool copy=false) |
override bool | IsOperatingItem (MyPhysicalInventoryItem item) |
override void | GetInsertedOperatingItems (List< MyPhysicalInventoryItem > itemsList) |
override void | UpdateAfterSimulation100 () |
override bool | ContainsOperatingItem (MyPhysicalInventoryItem item) |
override MyFixedPoint | GetOperatingItemRemovableAmount (MyPhysicalInventoryItem item) |
Public Member Functions inherited from Sandbox.Game.Components.MyCraftingComponentBase | |
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 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 | UpdatingStopped () |
virtual void | Init (MyObjectBuilder_EntityBase objectBuilder) |
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... | |
Events | |
Action< MyCraftingComponentBlock, MyCubeBlock > | OnBlockTurnedOn |
Action< MyCraftingComponentBlock, MyCubeBlock > | OnBlockTurnedOff |
Events inherited from Sandbox.Game.Components.MyCraftingComponentBase | |
Action< MyCraftingComponentBase, MyBlueprintDefinitionBase, MyFixedPoint > | BlueprintProduced |
Action< MyCraftingComponentBase, MyBlueprintDefinitionBase, MyBlueprintDefinitionBase.Item > | MissingRequiredItem |
Action< MyCraftingComponentBase > | InventoryIsFull |
Action< MyCraftingComponentBase, MyBlueprintToProduce > | ProductionChanged |
Action< MyCraftingComponentBase > | OperatingChanged |
Action | LockAcquired |
Action | LockReleased |
Events inherited from VRage.Game.Components.MyEntityComponentBase | |
static Action< MyEntityComponentBase > | OnAfterAddedToContainer |
Action< MyEntityComponentBase > | BeforeRemovedFromContainer |
Additional Inherited Members | |
Protected Attributes inherited from Sandbox.Game.Components.MyCraftingComponentBase | |
List< MyBlueprintClassDefinition > | m_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 |
Definition at line 26 of file MyCraftingComponentBlock.cs.
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inline |
Definition at line 155 of file MyCraftingComponentBlock.cs.
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inlinevirtual |
Reimplemented from Sandbox.Game.Components.MyCraftingComponentBase.
Definition at line 582 of file MyCraftingComponentBlock.cs.
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inlinevirtual |
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 307 of file MyCraftingComponentBlock.cs.
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inlinevirtual |
Reimplemented from Sandbox.Game.Components.MyCraftingComponentBase.
Definition at line 465 of file MyCraftingComponentBlock.cs.
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inlinevirtual |
Implements VRage.Game.Components.MyGameLogicComponent.
Definition at line 354 of file MyCraftingComponentBlock.cs.
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inlinevirtual |
Reimplemented from Sandbox.Game.Components.MyCraftingComponentBase.
Definition at line 588 of file MyCraftingComponentBlock.cs.
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inlinevirtual |
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 221 of file MyCraftingComponentBlock.cs.
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inlineprotectedvirtual |
Reimplemented from Sandbox.Game.Components.MyCraftingComponentBase.
Definition at line 554 of file MyCraftingComponentBlock.cs.
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inlinevirtual |
Reimplemented from Sandbox.Game.Components.MyCraftingComponentBase.
Definition at line 389 of file MyCraftingComponentBlock.cs.
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inlinevirtual |
Tells the component container serializer whether this component should be saved
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 295 of file MyCraftingComponentBlock.cs.
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inlinevirtual |
Gets called after the container of this component changes
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 264 of file MyCraftingComponentBlock.cs.
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inlinevirtual |
Gets called before the removal of this component from a container
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 300 of file MyCraftingComponentBlock.cs.
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inline |
Definition at line 273 of file MyCraftingComponentBlock.cs.
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inlineprotectedvirtual |
Reimplemented from Sandbox.Game.Components.MyCraftingComponentBase.
Definition at line 516 of file MyCraftingComponentBlock.cs.
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inlinevirtual |
Reimplemented from Sandbox.Game.Components.MyCraftingComponentBase.
Definition at line 342 of file MyCraftingComponentBlock.cs.
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inlineprotectedvirtual |
Reimplemented from Sandbox.Game.Components.MyCraftingComponentBase.
Definition at line 257 of file MyCraftingComponentBlock.cs.
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inlineprotectedvirtual |
Reimplemented from Sandbox.Game.Components.MyCraftingComponentBase.
Definition at line 604 of file MyCraftingComponentBlock.cs.
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inlineprotectedvirtual |
Reimplemented from Sandbox.Game.Components.MyCraftingComponentBase.
Definition at line 614 of file MyCraftingComponentBlock.cs.
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inlinevirtual |
Reimplemented from VRage.Game.Components.MyGameLogicComponent.
Definition at line 470 of file MyCraftingComponentBlock.cs.
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inlineprotectedvirtual |
Reimplemented from Sandbox.Game.Components.MyCraftingComponentBase.
Definition at line 396 of file MyCraftingComponentBlock.cs.
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inlineprotectedvirtual |
Implements Sandbox.Game.Components.MyCraftingComponentBase.
Definition at line 366 of file MyCraftingComponentBlock.cs.
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get |
Definition at line 137 of file MyCraftingComponentBlock.cs.
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get |
Definition at line 145 of file MyCraftingComponentBlock.cs.
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get |
Definition at line 115 of file MyCraftingComponentBlock.cs.
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get |
Definition at line 89 of file MyCraftingComponentBlock.cs.
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get |
Definition at line 64 of file MyCraftingComponentBlock.cs.
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get |
Definition at line 69 of file MyCraftingComponentBlock.cs.
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getset |
Definition at line 125 of file MyCraftingComponentBlock.cs.
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get |
Definition at line 99 of file MyCraftingComponentBlock.cs.
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get |
Definition at line 107 of file MyCraftingComponentBlock.cs.
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get |
Definition at line 84 of file MyCraftingComponentBlock.cs.
Action<MyCraftingComponentBlock, MyCubeBlock> Sandbox.Game.Components.MyCraftingComponentBlock.OnBlockTurnedOff |
Definition at line 53 of file MyCraftingComponentBlock.cs.
Action<MyCraftingComponentBlock, MyCubeBlock> Sandbox.Game.Components.MyCraftingComponentBlock.OnBlockTurnedOn |
Definition at line 51 of file MyCraftingComponentBlock.cs.