Space Engineers
|
Public Member Functions | |
override void | LoadDetectorsFromModel () |
override void | RemoveDetector (uint id) |
override uint | AddDetector (string name, Matrix dummyMatrix) |
void | SetUseObjectIDs (uint renderId, int instanceId) |
override void | RecreatePhysics () |
override void | PositionChanged (MyPositionComponentBase obj) |
override IMyUseObject | RaycastDetectors (Vector3D worldFrom, Vector3D worldTo, out float parameter) |
Determine whether the given ray intersects any detector. If so, returns the parametric value of the point of first intersection. PARAMATER IS NOT DISTANCE! More... | |
override IMyUseObject | GetInteractiveObject (uint shapeKey) |
override IMyUseObject | GetInteractiveObject (string detectorName) |
override void | GetInteractiveObjects< T > (List< T > objects) |
override void | OnBeforeRemovedFromContainer () |
Gets called before the removal of this component from a container More... | |
override bool | IsSerialized () |
Tells the component container serializer whether this component should be saved More... | |
override MyObjectBuilder_ComponentBase | Serialize (bool copy=false) |
override void | Deserialize (VRage.Game.ObjectBuilders.ComponentSystem.MyObjectBuilder_ComponentBase builder) |
override 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... | |
override void | Init (MyComponentDefinitionBase definition) |
Public Member Functions inherited from VRage.Game.Components.MyUseObjectsComponentBase | |
string | RaycastDetectors (Vector3 worldFrom, Vector3 worldTo) |
ListReader< Matrix > | GetDetectors (string detectorName) |
virtual void | ClearPhysics () |
override void | OnBeforeRemovedFromContainer () |
Gets called before the removal of this component from a container More... | |
override 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... | |
override 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... | |
Public Member Functions inherited from VRage.Game.Components.MyEntityComponentBase | |
override void | OnAddedToContainer () |
Gets called after the container of this component changes 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 | Deserialize (MyObjectBuilder_ComponentBase builder) |
Properties | |
override MyPhysicsComponentBase | DetectorPhysics [get, protected set] |
Properties inherited from VRage.Game.Components.MyUseObjectsComponentBase | |
abstract MyPhysicsComponentBase | DetectorPhysics [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... | |
Additional Inherited Members | |
Protected Attributes inherited from VRage.Game.Components.MyUseObjectsComponentBase | |
Dictionary< string, List< Matrix > > | m_detectors = new Dictionary<string, List<Matrix>>() |
Events inherited from VRage.Game.Components.MyEntityComponentBase | |
static Action< MyEntityComponentBase > | OnAfterAddedToContainer |
Action< MyEntityComponentBase > | BeforeRemovedFromContainer |
Definition at line 23 of file MyUseObjectsComponent.cs.
|
inlinevirtual |
Implements VRage.Game.Components.MyUseObjectsComponentBase.
Definition at line 152 of file MyUseObjectsComponent.cs.
|
inline |
Definition at line 327 of file MyUseObjectsComponent.cs.
|
inlinevirtual |
Implements VRage.Game.Components.MyUseObjectsComponentBase.
Definition at line 260 of file MyUseObjectsComponent.cs.
|
inlinevirtual |
Implements VRage.Game.Components.MyUseObjectsComponentBase.
Definition at line 270 of file MyUseObjectsComponent.cs.
|
inlinevirtual |
Implements VRage.Game.Components.MyUseObjectsComponentBase.
Definition at line 280 of file MyUseObjectsComponent.cs.
|
inlinevirtual |
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 365 of file MyUseObjectsComponent.cs.
|
inlinevirtual |
Tells the component container serializer whether this component should be saved
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 301 of file MyUseObjectsComponent.cs.
|
inlinevirtual |
Implements VRage.Game.Components.MyUseObjectsComponentBase.
Definition at line 59 of file MyUseObjectsComponent.cs.
|
inlinevirtual |
CH: TOOD: Be careful! This does not get called if the component is added to a container that is in the scene already!
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 333 of file MyUseObjectsComponent.cs.
|
inlinevirtual |
Gets called before the removal of this component from a container
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 290 of file MyUseObjectsComponent.cs.
|
inlinevirtual |
Implements VRage.Game.Components.MyUseObjectsComponentBase.
Definition at line 225 of file MyUseObjectsComponent.cs.
|
inlinevirtual |
Determine whether the given ray intersects any detector. If so, returns the parametric value of the point of first intersection. PARAMATER IS NOT DISTANCE!
Implements VRage.Game.Components.MyUseObjectsComponentBase.
Definition at line 236 of file MyUseObjectsComponent.cs.
|
inlinevirtual |
Implements VRage.Game.Components.MyUseObjectsComponentBase.
Definition at line 179 of file MyUseObjectsComponent.cs.
|
inlinevirtual |
Implements VRage.Game.Components.MyUseObjectsComponentBase.
Definition at line 139 of file MyUseObjectsComponent.cs.
|
inlinevirtual |
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 306 of file MyUseObjectsComponent.cs.
|
inline |
Definition at line 170 of file MyUseObjectsComponent.cs.
|
getprotected set |
Definition at line 54 of file MyUseObjectsComponent.cs.