Space Engineers
Public Member Functions | Protected Member Functions | Protected Attributes | Properties | Events | List of all members
Sandbox.Game.Components.MyEntityGameLogic Class Reference
Inheritance diagram for Sandbox.Game.Components.MyEntityGameLogic:
VRage.Game.Components.MyGameLogicComponent VRage.Game.Components.MyEntityComponentBase VRage.Game.Components.MyComponentBase Sandbox.Game.Entities.Debris.MyDebrisBase.MyDebrisBaseLogic Sandbox.Game.Entities.MyMeteor.MyMeteorGameLogic

Public Member Functions

override void OnAddedToContainer ()
 Gets called after the container of this component changes More...
 
 MyEntityGameLogic ()
 
override void Init (MyObjectBuilder_EntityBase objectBuilder)
 
void Init (StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null)
 
override MyObjectBuilder_EntityBase GetObjectBuilder (bool copy=false)
 
override void UpdateOnceBeforeFrame ()
 
override void UpdateBeforeSimulation ()
 
override void UpdateAfterSimulation ()
 
override void UpdatingStopped ()
 
override void UpdateBeforeSimulation10 ()
 Called each 10th frame if registered for update10 More...
 
override void UpdateAfterSimulation10 ()
 
override void UpdateBeforeSimulation100 ()
 Called each 100th frame if registered for update100 More...
 
override void UpdateAfterSimulation100 ()
 
override void MarkForClose ()
 This method marks this entity for close which means, that Close will be called after all entities are updated More...
 
override void Close ()
 
- 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 MyObjectBuilder_ComponentBase Serialize (bool copy=false)
 
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

void CallAndClearOnClose ()
 
void CallAndClearOnClosing ()
 

Protected Attributes

MyEntity m_entity
 

Properties

MyGameLogicComponent GameLogic [get, set]
 
- 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< MyEntityOnMarkForClose
 This event may not be invoked at all, when calling MyEntities.CloseAll, marking is bypassed More...
 
Action< MyEntityOnClose
 
Action< MyEntityOnClosing
 
- Events inherited from VRage.Game.Components.MyEntityComponentBase
static Action< MyEntityComponentBaseOnAfterAddedToContainer
 
Action< MyEntityComponentBaseBeforeRemovedFromContainer
 

Detailed Description

Definition at line 20 of file MyEntityGameLogic.cs.

Constructor & Destructor Documentation

Sandbox.Game.Components.MyEntityGameLogic.MyEntityGameLogic ( )
inline

Definition at line 38 of file MyEntityGameLogic.cs.

Member Function Documentation

void Sandbox.Game.Components.MyEntityGameLogic.CallAndClearOnClose ( )
inlineprotected

Definition at line 273 of file MyEntityGameLogic.cs.

void Sandbox.Game.Components.MyEntityGameLogic.CallAndClearOnClosing ( )
inlineprotected

Definition at line 281 of file MyEntityGameLogic.cs.

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

Reimplemented from VRage.Game.Components.MyGameLogicComponent.

Definition at line 209 of file MyEntityGameLogic.cs.

override MyObjectBuilder_EntityBase Sandbox.Game.Components.MyEntityGameLogic.GetObjectBuilder ( bool  copy = false)
inlinevirtual

Implements VRage.Game.Components.MyGameLogicComponent.

Definition at line 110 of file MyEntityGameLogic.cs.

override void Sandbox.Game.Components.MyEntityGameLogic.Init ( MyObjectBuilder_EntityBase  objectBuilder)
inlinevirtual

Reimplemented from VRage.Game.Components.MyGameLogicComponent.

Definition at line 43 of file MyEntityGameLogic.cs.

void Sandbox.Game.Components.MyEntityGameLogic.Init ( StringBuilder  displayName,
string  model,
MyEntity  parentObject,
float?  scale,
string  modelCollision = null 
)
inline

Definition at line 79 of file MyEntityGameLogic.cs.

override void Sandbox.Game.Components.MyEntityGameLogic.MarkForClose ( )
inlinevirtual

This method marks this entity for close which means, that Close will be called after all entities are updated

Reimplemented from VRage.Game.Components.MyGameLogicComponent.

Definition at line 191 of file MyEntityGameLogic.cs.

override void Sandbox.Game.Components.MyEntityGameLogic.OnAddedToContainer ( )
inlinevirtual

Gets called after the container of this component changes

Reimplemented from VRage.Game.Components.MyComponentBase.

Definition at line 32 of file MyEntityGameLogic.cs.

override void Sandbox.Game.Components.MyEntityGameLogic.UpdateAfterSimulation ( )
inlinevirtual

Reimplemented from VRage.Game.Components.MyGameLogicComponent.

Definition at line 142 of file MyEntityGameLogic.cs.

override void Sandbox.Game.Components.MyEntityGameLogic.UpdateAfterSimulation10 ( )
inlinevirtual

Reimplemented from VRage.Game.Components.MyGameLogicComponent.

Definition at line 163 of file MyEntityGameLogic.cs.

override void Sandbox.Game.Components.MyEntityGameLogic.UpdateAfterSimulation100 ( )
inlinevirtual

Reimplemented from VRage.Game.Components.MyGameLogicComponent.

Definition at line 179 of file MyEntityGameLogic.cs.

override void Sandbox.Game.Components.MyEntityGameLogic.UpdateBeforeSimulation ( )
inlinevirtual

Reimplemented from VRage.Game.Components.MyGameLogicComponent.

Definition at line 137 of file MyEntityGameLogic.cs.

override void Sandbox.Game.Components.MyEntityGameLogic.UpdateBeforeSimulation10 ( )
inlinevirtual

Called each 10th frame if registered for update10

Reimplemented from VRage.Game.Components.MyGameLogicComponent.

Definition at line 158 of file MyEntityGameLogic.cs.

override void Sandbox.Game.Components.MyEntityGameLogic.UpdateBeforeSimulation100 ( )
inlinevirtual

Called each 100th frame if registered for update100

Reimplemented from VRage.Game.Components.MyGameLogicComponent.

Definition at line 174 of file MyEntityGameLogic.cs.

override void Sandbox.Game.Components.MyEntityGameLogic.UpdateOnceBeforeFrame ( )
inlinevirtual

Reimplemented from VRage.Game.Components.MyGameLogicComponent.

Definition at line 131 of file MyEntityGameLogic.cs.

override void Sandbox.Game.Components.MyEntityGameLogic.UpdatingStopped ( )
inlinevirtual

Reimplemented from VRage.Game.Components.MyGameLogicComponent.

Definition at line 149 of file MyEntityGameLogic.cs.

Member Data Documentation

MyEntity Sandbox.Game.Components.MyEntityGameLogic.m_entity
protected

Definition at line 29 of file MyEntityGameLogic.cs.

Property Documentation

MyGameLogicComponent Sandbox.Game.Components.MyEntityGameLogic.GameLogic
getset

Definition at line 30 of file MyEntityGameLogic.cs.

Event Documentation

Action<MyEntity> Sandbox.Game.Components.MyEntityGameLogic.OnClose

Definition at line 26 of file MyEntityGameLogic.cs.

Action<MyEntity> Sandbox.Game.Components.MyEntityGameLogic.OnClosing

Definition at line 27 of file MyEntityGameLogic.cs.

Action<MyEntity> Sandbox.Game.Components.MyEntityGameLogic.OnMarkForClose

This event may not be invoked at all, when calling MyEntities.CloseAll, marking is bypassed

Definition at line 25 of file MyEntityGameLogic.cs.


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