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| MyCraftingComponentInteractive () |
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override void | Init (MyComponentDefinitionBase definition) |
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override void | UpdateCurrentItemStatus (float statusDelta) |
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void | SetLastEntityInteraction (IMyEntity entity) |
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override bool | IsSerialized () |
| Tells the component container serializer whether this component should be saved More...
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override void | Deserialize (MyObjectBuilder_ComponentBase builder) |
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override MyObjectBuilder_ComponentBase | Serialize (bool copy=false) |
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override VRage.ObjectBuilders.MyObjectBuilder_EntityBase | GetObjectBuilder (bool copy=false) |
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override void | UpdateAfterSimulation100 () |
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Public Member Functions inherited from Sandbox.Game.Components.MyCraftingComponentBase |
virtual void | GetInsertedOperatingItems (List< MyPhysicalInventoryItem > itemsList) |
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virtual bool | IsOperatingItem (MyPhysicalInventoryItem item) |
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virtual bool | ContainsOperatingItem (MyPhysicalInventoryItem item) |
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virtual MyFixedPoint | GetOperatingItemRemovableAmount (MyPhysicalInventoryItem item) |
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MyBlueprintToProduce | GetItemToProduce (int index) |
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void | StartProduction (long senderEntityId) |
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void | StopProduction (long senderEntityId) |
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void | ClearItemsToProduce (long senderEntityId) |
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bool | CanUseBlueprint (MyBlueprintDefinitionBase blueprint) |
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void | AddItemToProduce (MyFixedPoint amount, MyBlueprintDefinitionBase blueprint, long senderEntityId) |
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void | AddItemToRepair (MyFixedPoint amount, MyBlueprintDefinitionBase blueprint, long senderEntityId, uint inventoryItemId, MyObjectBuilderType inventoryItemType, MyStringHash inventoryItemSubtypeId) |
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void | RemoveItemToProduce (MyFixedPoint amount, MyBlueprintDefinitionBase blueprint, long senderEntityId, int itemId=-1) |
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void | RemoveItemToProduce (MyFixedPoint amount, MyBlueprintToProduce blueprintInProduction, long senderEntityId) |
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MyFixedPoint | MaxProducableAmount (MyBlueprintDefinitionBase blueprintDefinition, bool raiseMissingRequiredItemEvent=false) |
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MyBlueprintToProduce | TryGetItemToProduce (MyBlueprintDefinitionBase blueprint) |
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MyRepairBlueprintToProduce | TryGetItemToRepair (uint inventoryItemId, MyObjectBuilderType inventoryItemType, MyStringHash inventoryItemSubtypeId) |
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void | InsertOperatingItem (MyPhysicalInventoryItem item, long senderEntityId) |
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void | RemoveOperatingItem (MyPhysicalInventoryItem item, MyFixedPoint amount, long senderEntityId) |
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MyBlueprintToProduce | GetCurrentItemInProduction () |
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void | AcquireLockRequest (long entityId) |
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void | ReleaseLockRequest (long entityId) |
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override void | Close () |
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override void | Deserialize (VRage.Game.ObjectBuilders.ComponentSystem.MyObjectBuilder_ComponentBase builder) |
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virtual void | UpdateOnceBeforeFrame () |
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virtual void | UpdateBeforeSimulation () |
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virtual void | UpdateBeforeSimulation10 () |
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virtual void | UpdateBeforeSimulation100 () |
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virtual void | UpdateAfterSimulation () |
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virtual void | UpdateAfterSimulation10 () |
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virtual void | UpdatingStopped () |
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virtual void | Init (MyObjectBuilder_EntityBase objectBuilder) |
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virtual void | MarkForClose () |
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override void | OnAddedToContainer () |
| Gets called after the container of this component changes More...
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override void | OnBeforeRemovedFromContainer () |
| Gets called before the removal of this component from a container More...
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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...
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virtual T | GetAs< T > () |
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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...
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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...
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