Space Engineers
Public Member Functions | Properties | List of all members
Sandbox.Game.Entities.Character.Components.MyCharacterWeaponPositionComponent Class Reference

Weapon positioning. More...

Inheritance diagram for Sandbox.Game.Entities.Character.Components.MyCharacterWeaponPositionComponent:
Sandbox.Game.Entities.Character.MyCharacterComponent VRage.Game.Components.MyEntityComponentBase VRage.Game.Components.MyComponentBase

Public Member Functions

virtual void Init (MyObjectBuilder_Character characterBuilder)
 Initialize from character object builder. More...
 
void Update (bool timeAdvanced=true)
 Update weapon position, either logical and graphical. More...
 
void AddBackkick (float backkickForce)
 
- Public Member Functions inherited from Sandbox.Game.Entities.Character.MyCharacterComponent
virtual void UpdateAfterSimulation10 ()
 
virtual void UpdateBeforeSimulation ()
 
virtual void UpdateAfterSimulation ()
 
virtual void UpdateBeforeSimulation100 ()
 
virtual void OnCharacterDead ()
 
- 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...
 

Properties

Vector3D LogicalPositionLocalSpace [get]
 
Vector3D LogicalPositionWorld [get]
 
Vector3D LogicalOrientationWorld [get]
 
Vector3D LogicalCrosshairPoint [get]
 
Vector3D GraphicalPositionWorld [get]
 
float ArmsIkWeight [get]
 
- Properties inherited from Sandbox.Game.Entities.Character.MyCharacterComponent
bool NeedsUpdateAfterSimulation [get, set]
 This set's flag for update. Set it after add to container! More...
 
bool NeedsUpdateAfterSimulation10 [get, set]
 This set's flag for update. Set it after add to container! More...
 
bool NeedsUpdateBeforeSimulation100 [get, set]
 This set's flag for update. Set it after add to container! More...
 
bool NeedsUpdateBeforeSimulation [get, set]
 This set's flag for update. Set it after add to container! More...
 
MyCharacter Character [get]
 
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

- Events inherited from VRage.Game.Components.MyEntityComponentBase
static Action< MyEntityComponentBaseOnAfterAddedToContainer
 
Action< MyEntityComponentBaseBeforeRemovedFromContainer
 

Detailed Description

Weapon positioning.

Definition at line 18 of file MyCharacterWeaponPositionComponent.cs.

Member Function Documentation

void Sandbox.Game.Entities.Character.Components.MyCharacterWeaponPositionComponent.AddBackkick ( float  backkickForce)
inline

Definition at line 395 of file MyCharacterWeaponPositionComponent.cs.

virtual void Sandbox.Game.Entities.Character.Components.MyCharacterWeaponPositionComponent.Init ( MyObjectBuilder_Character  characterBuilder)
inlinevirtual

Initialize from character object builder.

Definition at line 63 of file MyCharacterWeaponPositionComponent.cs.

void Sandbox.Game.Entities.Character.Components.MyCharacterWeaponPositionComponent.Update ( bool  timeAdvanced = true)
inline

Update weapon position, either logical and graphical.

Definition at line 71 of file MyCharacterWeaponPositionComponent.cs.

Property Documentation

float Sandbox.Game.Entities.Character.Components.MyCharacterWeaponPositionComponent.ArmsIkWeight
get

Definition at line 31 of file MyCharacterWeaponPositionComponent.cs.

Vector3D Sandbox.Game.Entities.Character.Components.MyCharacterWeaponPositionComponent.GraphicalPositionWorld
get

Definition at line 30 of file MyCharacterWeaponPositionComponent.cs.

Vector3D Sandbox.Game.Entities.Character.Components.MyCharacterWeaponPositionComponent.LogicalCrosshairPoint
get

Definition at line 25 of file MyCharacterWeaponPositionComponent.cs.

Vector3D Sandbox.Game.Entities.Character.Components.MyCharacterWeaponPositionComponent.LogicalOrientationWorld
get

Definition at line 24 of file MyCharacterWeaponPositionComponent.cs.

Vector3D Sandbox.Game.Entities.Character.Components.MyCharacterWeaponPositionComponent.LogicalPositionLocalSpace
get

Definition at line 22 of file MyCharacterWeaponPositionComponent.cs.

Vector3D Sandbox.Game.Entities.Character.Components.MyCharacterWeaponPositionComponent.LogicalPositionWorld
get

Definition at line 23 of file MyCharacterWeaponPositionComponent.cs.


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