Space Engineers
|
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< MyEntity > | OnMarkForClose |
This event may not be invoked at all, when calling MyEntities.CloseAll, marking is bypassed More... | |
Action< MyEntity > | OnClose |
Action< MyEntity > | OnClosing |
Events inherited from VRage.Game.Components.MyEntityComponentBase | |
static Action< MyEntityComponentBase > | OnAfterAddedToContainer |
Action< MyEntityComponentBase > | BeforeRemovedFromContainer |
Definition at line 20 of file MyEntityGameLogic.cs.
|
inline |
Definition at line 38 of file MyEntityGameLogic.cs.
|
inlineprotected |
Definition at line 273 of file MyEntityGameLogic.cs.
|
inlineprotected |
Definition at line 281 of file MyEntityGameLogic.cs.
|
inlinevirtual |
Reimplemented from VRage.Game.Components.MyGameLogicComponent.
Definition at line 209 of file MyEntityGameLogic.cs.
|
inlinevirtual |
Implements VRage.Game.Components.MyGameLogicComponent.
Definition at line 110 of file MyEntityGameLogic.cs.
|
inlinevirtual |
Reimplemented from VRage.Game.Components.MyGameLogicComponent.
Definition at line 43 of file MyEntityGameLogic.cs.
|
inline |
Definition at line 79 of file MyEntityGameLogic.cs.
|
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.
|
inlinevirtual |
Gets called after the container of this component changes
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 32 of file MyEntityGameLogic.cs.
|
inlinevirtual |
Reimplemented from VRage.Game.Components.MyGameLogicComponent.
Definition at line 142 of file MyEntityGameLogic.cs.
|
inlinevirtual |
Reimplemented from VRage.Game.Components.MyGameLogicComponent.
Definition at line 163 of file MyEntityGameLogic.cs.
|
inlinevirtual |
Reimplemented from VRage.Game.Components.MyGameLogicComponent.
Definition at line 179 of file MyEntityGameLogic.cs.
|
inlinevirtual |
Reimplemented from VRage.Game.Components.MyGameLogicComponent.
Definition at line 137 of file MyEntityGameLogic.cs.
|
inlinevirtual |
Called each 10th frame if registered for update10
Reimplemented from VRage.Game.Components.MyGameLogicComponent.
Definition at line 158 of file MyEntityGameLogic.cs.
|
inlinevirtual |
Called each 100th frame if registered for update100
Reimplemented from VRage.Game.Components.MyGameLogicComponent.
Definition at line 174 of file MyEntityGameLogic.cs.
|
inlinevirtual |
Reimplemented from VRage.Game.Components.MyGameLogicComponent.
Definition at line 131 of file MyEntityGameLogic.cs.
|
inlinevirtual |
Reimplemented from VRage.Game.Components.MyGameLogicComponent.
Definition at line 149 of file MyEntityGameLogic.cs.
|
protected |
Definition at line 29 of file MyEntityGameLogic.cs.
|
getset |
Definition at line 30 of file MyEntityGameLogic.cs.
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.