Space Engineers
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Public Member Functions | |
bool | UpdateCalled () |
bool | IsShooting (MyShootActionEnum action) |
MyShootActionEnum | GetShootingAction () |
MyCharacter () | |
override void | Init (MyObjectBuilder_EntityBase objectBuilder) |
override MyObjectBuilder_EntityBase | GetObjectBuilder (bool copy=false) |
Gets object builder from object. More... | |
override void | UpdateBeforeSimulation () |
void | UpdateLightPower (bool chargeImmediately=false) |
override void | UpdateBeforeSimulation10 () |
Called each 10th frame if registered for update10 More... | |
override void | UpdateBeforeSimulation100 () |
Called each 100th frame if registered for update100 More... | |
override void | UpdateAfterSimulation10 () |
void | DrawHud (IMyCameraController camera, long playerId) |
override void | UpdateAfterSimulation () |
override void | UpdateAfterSimulation100 () |
void | UpdateZeroMovement () |
void | Rotate (Vector2 rotationIndicator, float roll) |
Rotate camera controller. More... | |
void | RotateStopped () |
Rotation of camera controller stopped. More... | |
void | MoveAndRotateStopped () |
void | MoveAndRotate (Vector3 moveIndicator, Vector2 rotationIndicator, float rollIndicator) |
void | CacheMove (ref Vector3 moveIndicator, ref Quaternion rotate) |
void | CacheMoveDelta (ref Vector3D moveDeltaIndicator) |
bool | CanPlaceCharacter (ref MatrixD worldMatrix, bool useCharacterCenter=false, bool checkCharacters=false) |
MyCharacterMovementEnum | GetCurrentMovementState () |
MyCharacterMovementEnum | GetPreviousMovementState () |
MyCharacterMovementEnum | GetNetworkMovementState () |
void | CurrentMovementState (MyCharacterMovementEnum state) |
void | SetPreviousMovementState (MyCharacterMovementEnum previousMovementState) |
MatrixD | GetHeadMatrix (bool includeY, bool includeX=true, bool forceHeadAnim=false, bool forceHeadBone=false, bool preferLocalOverSync=false) |
MatrixD | Get3rdCameraMatrix (bool includeY, bool includeX=true) |
MatrixD | Get3rdBoneMatrix (bool includeY, bool includeX=true) |
override MatrixD | GetViewMatrix () |
override bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) |
bool | GetIntersectionWithLine (ref LineD line, ref MyCharacterHitInfo info, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) |
Returns closest hit from line start position. More... | |
void | BeginShoot (MyShootActionEnum action) |
This will be called locally to start shooting with the given action More... | |
void | OnBeginShoot (MyShootActionEnum action) |
This will be called back from the sync object both on local and remote clients More... | |
void | SetupAutoswitch (MyDefinitionId?switchToNow, MyDefinitionId?switchOnEndShoot) |
void | EndShoot (MyShootActionEnum action) |
This will be called locally to start shooting with the given action More... | |
void | OnEndShoot (MyShootActionEnum action) |
This will be called back from the sync object both on local and remote clients More... | |
void | Zoom (bool newKeyPress, bool hideCrosshairWhenAiming=true) |
void | EnableIronsight (bool enable, bool newKeyPress, bool changeCamera, bool hideCrosshairWhenAiming=true) |
void | EnableIronsightCallback (bool enable, bool newKeyPress, bool changeCamera, bool hideCrosshairWhenAiming=true) |
MyPhysicalInventoryItem | FindWeaponItemByDefinition (MyDefinitionId weaponDefinition) |
This method finds the given weapon in the character's inventory. The weapon type has to be supplied either as PhysicalGunObject od weapon entity (e.g. Welder, CubePlacer, etc...). More... | |
bool | CanSwitchToWeapon (MyDefinitionId?weaponDefinition) |
bool | WeaponTakesBuilderFromInventory (MyDefinitionId?weaponDefinition) |
void | SwitchToWeapon (MyDefinitionId weaponDefinition) |
void | SwitchAmmoMagazine () |
bool | CanSwitchAmmoMagazine () |
void | SwitchToWeapon (MyDefinitionId?weaponDefinition, bool sync=true) |
void | SwitchToWeapon (MyToolbarItemWeapon weapon) |
void | SwitchToWeapon (MyToolbarItemWeapon weapon, uint?inventoryItemId) |
void | Use () |
void | UseContinues () |
void | UseTerminal () |
void | UseFinished () |
void | PickUp () |
void | PickUpContinues () |
void | PickUpFinished () |
void | Crouch () |
void | Down () |
void | Up () |
void | Sprint (bool enabled) |
void | SwitchWalk () |
void | Jump () |
void | ShowInventory () |
MyGuiScreenBase | ShowAggregateInventoryScreen (MyInventoryBase rightSelectedInventory=null) |
void | ShowTerminal () |
void | SwitchLights () |
void | SwitchReactors () |
void | SwitchBroadcasting () |
override void | OnRemovedFromScene (object source) |
void | RemoveNotification (ref MyHudNotification notification) |
string | GetFactionTag () |
StringBuilder | UpdateCustomNameWithFaction () |
override List< MyHudEntityParams > | GetHudParams (bool allowBlink) |
void | OnAssumeControl (IMyCameraController previousCameraController) |
void | OnReleaseControl (IMyCameraController newCameraController) |
bool | CanStartConstruction (MyCubeBlockDefinition blockDefinition) |
bool | CanStartConstruction (Dictionary< MyDefinitionId, int > constructionCost) |
void | UnequipWeapon () |
void | EnableLights (bool enable) |
void | EnableBroadcasting (bool enable) |
void | EnableBroadcastingCallback (bool enable) |
void | Sit (bool enableFirstPerson, bool playerIsPilot, bool enableBag, string animation) |
void | EnableHead (bool enabled) |
void | Stand () |
void | ForceUpdateBreath () |
long | GetPlayerIdentityId () |
bool | DoDamage (float damage, MyStringHash damageType, bool updateSync, long attackerId=0) |
void | Kill (bool sync, MyDamageInformation damageInfo) |
void | Die () |
override void | UpdateOnceBeforeFrame () |
void | SetLocalHeadAnimation (float?targetX, float?targetY, float length) |
bool | IsLocalHeadAnimationInProgress () |
override void | OnAddedToScene (object source) |
Called when [activated] which for entity means that was added to scene. More... | |
override string | ToString () |
void | ShowOutOfAmmoNotification () |
void | UpdateHudCharacterInfo () |
void | GetNetState (out MyCharacterNetState state) |
void | SetNetState (ref MyCharacterNetState state, bool animating) |
void | UpdateMovementAndFlags (MyCharacterMovementEnum movementState, MyCharacterMovementFlags flags) |
void | ChangeModelAndColor (string model, Vector3 colorMaskHSV) |
void | UpdateStoredGas (MyDefinitionId gasId, float fillLevel) |
void | UpdateOxygen (float oxygenAmount) |
void | SendRefillFromBottle (MyDefinitionId gasId) |
void | PlaySecondarySound (VRage.Audio.MyCueId soundId) |
void | SetPhysicsEnabled (bool enabled) |
VRage.Game.MyRelationsBetweenPlayerAndBlock | GetRelationTo (long playerId) |
void | SwitchLeadingGears () |
void | OnInventoryBreak () |
void | OnDestroy () |
MyEntityCameraSettings | GetCameraEntitySettings () |
float | GetSuitGasFillLevel (MyDefinitionId gasDefinitionId) |
Returns the amount of gas left in the suit, values will range between 0 and 1, where 0 is no gas and 1 is full gas. More... | |
void | SpawnCharacterRelative (long RelatedEntity, Vector3 DeltaPosition) |
void | SetPlayer (MyPlayer player, bool update=true) |
bool | ResponsibleForUpdate (MyNetworkClient player) |
void | BeginShootSync (Vector3 direction, MyShootActionEnum action=MyShootActionEnum.PrimaryAction) |
void | EndShootSync (MyShootActionEnum action=MyShootActionEnum.PrimaryAction) |
void | UpdateShootDirection (Vector3 direction, int multiplayerUpdateInterval) |
void | SendNewPlayerMessage (MyPlayer.PlayerId senderId, MyPlayer.PlayerId receiverId, string text, TimeSpan timestamp) |
bool | CheckPlayerConnection (ulong senderSteamId, ulong receiverSteamId) |
void | SendNewGlobalMessage (MyPlayer.PlayerId senderId, string text) |
void | SendNewFactionMessage (long factionId1, long factionId2, MyFactionChatItem chatItem) |
void | SendAnimationCommand (ref MyAnimationCommand command) |
void | SendAnimationEvent (string eventName) |
void | SendRagdollTransforms (Matrix world, Matrix[] localBodiesTransforms) |
Vector3 | GetLocalWeaponPosition () |
void | SyncHeadToolTransform (ref MatrixD headMatrix) |
void | SwitchJetpack () |
Quaternion | GetRotation () |
void | ApplyRotation (Quaternion rot) |
override void | SerializeControls (BitStream stream) |
override void | DeserializeControls (BitStream stream, bool outOfOrder) |
override void | ApplyLastControls () |
override void | UpdateAnimation (float distance) |
override void | AddCommand (MyAnimationCommand command, bool sync=false) |
Enqueue animation command. Parameter sync is used in child classes. More... | |
void | SetSpineAdditionalRotation (Quaternion rotation, Quaternion rotationForClients, bool updateSync=true) |
void | SetHeadAdditionalRotation (Quaternion rotation, bool updateSync=true) |
void | SetHandAdditionalRotation (Quaternion rotation, bool updateSync=true) |
void | SetUpperHandAdditionalRotation (Quaternion rotation, bool updateSync=true) |
bool | HasAnimation (string animationName) |
void | DisableAnimationCommands () |
void | EnableAnimationCommands () |
void | TriggerCharacterAnimationEvent (string eventName, bool sync) |
void | PlayCharacterAnimation (string animationName, MyBlendOption blendOption, MyFrameOption frameOption, float blendTime, float timeScale=1, bool sync=false, string influenceArea=null, bool excludeLegsWhenMoving=false) |
void | StopUpperCharacterAnimation (float blendTime) |
void | StopLowerCharacterAnimation (float blendTime) |
Public Member Functions inherited from Sandbox.Game.Entities.MySkinnedEntity | |
MySkinnedEntity () | |
override void | Init (StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null) |
void | SetBoneLODs (Dictionary< float, string[]> boneLODs) |
virtual void | ObtainBones () |
Get the bones from the model and create a bone class object for each bone. We use our bone class to do the real animated bone work. More... | |
Quaternion | GetAdditionalRotation (string bone) |
Public Member Functions inherited from VRage.Game.Entity.MyEntity | |
void | DebugDraw () |
void | DebugDrawInvalidTriangles () |
void | AddDebugRenderComponent (MyDebugRenderComponentBase render) |
void | ClearDebugRenderComponents () |
MyEntity | GetTopMostParent (Type type=null) |
Return top most parent of this entity More... | |
MyEntity () | |
MyEntity (bool initComponents=true) | |
Initializes a new instance of the MyEntity class. More... | |
void | CreateSync () |
MyEntitySubpart | GetSubpart (string name) |
bool | TryGetSubpart (string name, out MyEntitySubpart subpart) |
virtual void | UpdatingStopped () |
virtual string | GetFriendlyName () |
void | SetSpeedsAccordingToServerValues () |
virtual void | SetWorldMatrix (MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true) |
virtual void | DebugDrawPhysics () |
Draw physical representation of entity More... | |
virtual bool | GetIntersectionWithLine (ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) |
virtual Vector3D | GetIntersectionWithLineAndBoundingSphere (ref LineD line, float boundingSphereRadiusMultiplier) |
virtual bool | GetIntersectionWithSphere (ref BoundingSphereD sphere) |
void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) |
virtual bool | DoOverlapSphereTest (float sphereRadius, Vector3D spherePos) |
double | GetSmallestDistanceBetweenCameraAndBoundingSphere () |
double | GetLargestDistanceBetweenCameraAndBoundingSphere () |
double | GetDistanceBetweenCameraAndBoundingSphere () |
double | GetDistanceBetweenPlayerPositionAndBoundingSphere () |
double | GetDistanceBetweenCameraAndPosition () |
virtual MyEntity | GetBaseEntity () |
void | AddToGamePruningStructure () |
void | RemoveFromGamePruningStructure () |
void | UpdateGamePruningStructure () |
void | RaisePhysicsChanged () |
void | HackyComponentInitByMiroPleaseDontUseEver (MyDefinitionId id) |
DONT USE THIS METHOD, EVER! More... | |
virtual void | RefreshModels (string model, string modelCollision) |
void | Delete () |
Every object must have this method, but not every phys object must necessarily have something to cleanup More... | |
void | Close () |
This method marks this entity for close which means, that Close will be called after all entities are updated More... | |
virtual void | BeforeSave () |
Called before method GetObjectBuilder, when saving sector More... | |
virtual void | PrepareForDraw () |
Method is called defacto from Update, preparation fo Draw More... | |
virtual void | BeforePaste () |
virtual void | AfterPaste () |
void | SetEmissiveParts (string emissiveName, Color emissivePartColor, float emissivity) |
Sets the emissive value of a specific emissive material on entity. More... | |
void | SetEmissivePartsForSubparts (string emissiveName, Color emissivePartColor, float emissivity) |
Sets the emissive value of a specific emissive material on all entity subparts. More... | |
override string | ToString () |
virtual MyInventoryBase | GetInventoryBase (int index) |
Search for inventory component with maching index. More... | |
MyInventoryBase | GetInventoryBase () |
Simply get the MyInventoryBase component stored in this entity. More... | |
delegate MyObjectBuilder_EntityBase | MyEntityFactoryCreateObjectBuilderDelegate (MyEntity entity) |
delegate MySyncComponentBase | CreateDefaultSyncEntityDelegate (MyEntity thisEntity) |
delegate bool | MyWeldingGroupsGroupExistsDelegate (MyEntity entity) |
Public Member Functions inherited from VRage.ModAPI.IMyEntity | |
bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags) |
void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) |
Static Public Member Functions | |
static MyObjectBuilder_Character | Random () |
static void | GetModelAndDefinition (MyObjectBuilder_Character characterOb, out string characterModel, out MyCharacterDefinition characterDefinition, ref Vector3 colorMask) |
static bool | IsWalkingState (MyCharacterMovementEnum state) |
static bool | IsRunningState (MyCharacterMovementEnum state) |
static IMyHandheldGunObject< MyDeviceBase > | CreateGun (MyObjectBuilder_EntityBase gunEntity, uint?inventoryItemId=null) |
static MyCharacter | CreateCharacter (MatrixD worldMatrix, Vector3 velocity, string characterName, string model, Vector3?colorMask, MyBotDefinition botDefinition, bool findNearPos=true, bool AIMode=false, MyCockpit cockpit=null, bool useInventory=true, ulong playerSteamId=0) |
This will just spawn new character, to take control, call respawn on player More... | |
static void | Preload () |
static bool | RetryFactionMessage (long factionId1, long factionId2, MyFactionChatItem chatItem, MyIdentity currentSenderIdentity) |
Protected Member Functions | |||
override void | Closing () | ||
override void | BeforeDelete () | ||
override void | CalculateTransforms (float distance) | ||
override void | OnAnimationPlay (MyAnimationDefinition animDefinition, MyAnimationCommand command, ref string bonesArea, ref MyFrameOption frameOption, ref bool useFirstPersonVersion) | ||
Virtual method called when animation is started, used in MyCharacter. More... | |||
Protected Member Functions inherited from Sandbox.Game.Entities.MySkinnedEntity | |||
void | InitBones () | ||
bool | TryGetAnimationDefinition (string animationSubtypeName, out MyAnimationDefinition animDefinition) | ||
Try getting animation definition matching given subtype name. VRage TODO: dependency on MyDefinitionManager, do we really need it here? backward compatibility is for modders? move backward compatibility to MyDefinitionManager.TryGetAnimationDefinition? then we do not need this method More... | |||
bool | ProcessCommands () | ||
Process all commands in the animation queue at once. If any command is generated during flushing, it will be processed later. More... | |||
void | AddBoneDecal (uint decalId, int boneIndex) | ||
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void | FlushAnimationQueue () | ||
Process all commands in the animation queue at once. If any command is generated during flushing, it is processed as well. More... | |||
void | UpdateRenderObject () | ||
Protected Member Functions inherited from VRage.Game.Entity.MyEntity | |||
virtual bool | CanBeAddedToRender () | ||
virtual MySyncComponentBase | OnCreateSync () | ||
virtual void | ClampToWorld () | ||
virtual void | OnInventoryComponentAdded (MyInventoryBase inventory) | ||
virtual void | OnInventoryComponentRemoved (MyInventoryBase inventory) | ||
Protected Attributes | |
bool | m_characterBoneCapsulesReady = false |
Protected Attributes inherited from Sandbox.Game.Entities.MySkinnedEntity | |
ulong | m_actualUpdateFrame = 0 |
ulong | m_actualDrawFrame = 0 |
Dictionary< string, Quaternion > | m_additionalRotations = new Dictionary<string, Quaternion>() |
Protected Attributes inherited from VRage.Game.Entity.MyEntity | |
List< MyHudEntityParams > | m_hudParams |
MyModel | m_modelCollision |
Events | |
static Action< MyCharacter > | OnCharacterDied |
Action< IMyHandheldGunObject< MyDeviceBase > > | WeaponEquiped |
CharacterMovementStateDelegate | OnMovementStateChanged |
EventHandler | OnWeaponChanged |
Action< MyCharacter > | CharacterDied |
Events inherited from VRage.Game.Entity.MyEntity | |
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 |
Action< MyEntity > | OnPhysicsChanged |
Events inherited from VRage.ModAPI.IMyEntity | |
Action< IMyEntity > | OnClose |
Action< IMyEntity > | OnClosing |
Action< IMyEntity > | OnMarkForClose |
Action< IMyEntity > | OnPhysicsChanged |
Additional Inherited Members | |
Static Protected Member Functions inherited from VRage.Game.Entity.MyEntity | |
static void | UpdateNamedEmissiveParts (uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity) |
Definition at line 162 of file MyCharacter.cs.
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Definition at line 750 of file MyCharacter.cs.
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Enqueue animation command. Parameter sync is used in child classes.
Reimplemented from Sandbox.Game.Entities.MySkinnedEntity.
Definition at line 331 of file MyCharacter.UpdateAnimations.cs.
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Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 9076 of file MyCharacter.cs.
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Definition at line 9018 of file MyCharacter.cs.
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Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 1813 of file MyCharacter.cs.
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This will be called locally to start shooting with the given action
Implements Sandbox.Game.Entities.IMyControllableEntity.
Definition at line 4558 of file MyCharacter.cs.
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Definition at line 8428 of file MyCharacter.cs.
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Definition at line 2805 of file MyCharacter.cs.
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Definition at line 2815 of file MyCharacter.cs.
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Reimplemented from Sandbox.Game.Entities.MySkinnedEntity.
Definition at line 88 of file MyCharacter.UpdateAnimations.cs.
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Definition at line 3073 of file MyCharacter.cs.
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Definition at line 5869 of file MyCharacter.cs.
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Definition at line 5883 of file MyCharacter.cs.
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Implements Sandbox.Game.Entities.IMyControllableEntity.
Definition at line 4927 of file MyCharacter.cs.
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Implements Sandbox.Game.Entities.IMyControllableEntity.
Definition at line 4900 of file MyCharacter.cs.
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Definition at line 7394 of file MyCharacter.cs.
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Definition at line 8620 of file MyCharacter.cs.
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Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 1782 of file MyCharacter.cs.
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This will just spawn new character, to take control, call respawn on player
Definition at line 7016 of file MyCharacter.cs.
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Definition at line 4840 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 5318 of file MyCharacter.cs.
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Definition at line 3144 of file MyCharacter.cs.
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Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 9061 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 6531 of file MyCharacter.cs.
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Definition at line 406 of file MyCharacter.UpdateAnimations.cs.
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Definition at line 6368 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 5332 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 2096 of file MyCharacter.cs.
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Definition at line 411 of file MyCharacter.UpdateAnimations.cs.
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Definition at line 6194 of file MyCharacter.cs.
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Definition at line 6202 of file MyCharacter.cs.
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Definition at line 6314 of file MyCharacter.cs.
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Definition at line 4785 of file MyCharacter.cs.
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Definition at line 4793 of file MyCharacter.cs.
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Definition at line 6175 of file MyCharacter.cs.
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This will be called locally to start shooting with the given action
Implements Sandbox.Game.Entities.IMyControllableEntity.
Definition at line 4714 of file MyCharacter.cs.
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Definition at line 8454 of file MyCharacter.cs.
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This method finds the given weapon in the character's inventory. The weapon type has to be supplied either as PhysicalGunObject od weapon entity (e.g. Welder, CubePlacer, etc...).
Definition at line 4871 of file MyCharacter.cs.
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Definition at line 6352 of file MyCharacter.cs.
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Definition at line 4300 of file MyCharacter.cs.
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Definition at line 4295 of file MyCharacter.cs.
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Implements Sandbox.Game.Entities.IMyControllableEntity.
Definition at line 8219 of file MyCharacter.cs.
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Definition at line 3129 of file MyCharacter.cs.
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Definition at line 5593 of file MyCharacter.cs.
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Definition at line 4275 of file MyCharacter.cs.
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Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 5639 of file MyCharacter.cs.
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Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 4385 of file MyCharacter.cs.
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Returns closest hit from line start position.
Definition at line 4395 of file MyCharacter.cs.
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Definition at line 8967 of file MyCharacter.cs.
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Definition at line 1131 of file MyCharacter.cs.
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Definition at line 7267 of file MyCharacter.cs.
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Definition at line 3139 of file MyCharacter.cs.
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Gets object builder from object.
Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 1712 of file MyCharacter.cs.
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Definition at line 6358 of file MyCharacter.cs.
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Definition at line 3134 of file MyCharacter.cs.
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Definition at line 7553 of file MyCharacter.cs.
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Definition at line 9006 of file MyCharacter.cs.
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Definition at line 704 of file MyCharacter.cs.
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Returns the amount of gas left in the suit, values will range between 0 and 1, where 0 is no gas and 1 is full gas.
gasDefinitionId | Definition Id of the gas. Common example: new MyDefinitionId(typeof(MyObjectBuilder_GasProperties), "Oxygen") |
Definition at line 8264 of file MyCharacter.cs.
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Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 4305 of file MyCharacter.cs.
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Definition at line 396 of file MyCharacter.UpdateAnimations.cs.
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Wee need to get the character subtype, before passing init to base classes so the components can be properly initialized..
This will retrieve definition and set the subtype for the character
Set the subtype from the definition
Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 824 of file MyCharacter.cs.
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Definition at line 6987 of file MyCharacter.cs.
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Definition at line 3293 of file MyCharacter.cs.
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Definition at line 699 of file MyCharacter.cs.
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Definition at line 3256 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 5366 of file MyCharacter.cs.
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Definition at line 6512 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 2766 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 2762 of file MyCharacter.cs.
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Called when [activated] which for entity means that was added to scene.
source | The source of activation. |
Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 6992 of file MyCharacter.cs.
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Virtual method called when animation is started, used in MyCharacter.
Reimplemented from Sandbox.Game.Entities.MySkinnedEntity.
Definition at line 271 of file MyCharacter.UpdateAnimations.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyCameraController.
Definition at line 5728 of file MyCharacter.cs.
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This will be called back from the sync object both on local and remote clients
Implements Sandbox.Game.Entities.IMyControllableEntity.
Definition at line 4592 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyDestroyableObject.
Definition at line 7735 of file MyCharacter.cs.
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This will be called back from the sync object both on local and remote clients
Implements Sandbox.Game.Entities.IMyControllableEntity.
Definition at line 4735 of file MyCharacter.cs.
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Definition at line 7730 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyCameraController.
Definition at line 5742 of file MyCharacter.cs.
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Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 5489 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 5275 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 5283 of file MyCharacter.cs.
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Implements Sandbox.Game.Entities.IMyControllableEntity.
Definition at line 5291 of file MyCharacter.cs.
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Definition at line 431 of file MyCharacter.UpdateAnimations.cs.
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Definition at line 7451 of file MyCharacter.cs.
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Definition at line 8080 of file MyCharacter.cs.
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Definition at line 739 of file MyCharacter.cs.
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Definition at line 5502 of file MyCharacter.cs.
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Definition at line 8397 of file MyCharacter.cs.
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Definition at line 8795 of file MyCharacter.cs.
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Rotate camera controller.
Implements VRage.Game.ModAPI.Interfaces.IMyCameraController.
Definition at line 2744 of file MyCharacter.cs.
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Rotation of camera controller stopped.
Implements VRage.Game.ModAPI.Interfaces.IMyCameraController.
Definition at line 2758 of file MyCharacter.cs.
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Definition at line 8883 of file MyCharacter.cs.
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Definition at line 8894 of file MyCharacter.cs.
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Definition at line 8676 of file MyCharacter.cs.
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Definition at line 8628 of file MyCharacter.cs.
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Definition at line 8561 of file MyCharacter.cs.
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Definition at line 8908 of file MyCharacter.cs.
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Definition at line 7437 of file MyCharacter.cs.
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Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 9043 of file MyCharacter.cs.
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Definition at line 370 of file MyCharacter.UpdateAnimations.cs.
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Definition at line 357 of file MyCharacter.UpdateAnimations.cs.
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Definition at line 6958 of file MyCharacter.cs.
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Definition at line 7283 of file MyCharacter.cs.
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Definition at line 7542 of file MyCharacter.cs.
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Definition at line 8344 of file MyCharacter.cs.
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Definition at line 3149 of file MyCharacter.cs.
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Definition at line 345 of file MyCharacter.UpdateAnimations.cs.
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Definition at line 4699 of file MyCharacter.cs.
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Definition at line 383 of file MyCharacter.UpdateAnimations.cs.
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Definition at line 5417 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 5394 of file MyCharacter.cs.
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Definition at line 7115 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 5432 of file MyCharacter.cs.
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Definition at line 6243 of file MyCharacter.cs.
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Definition at line 8324 of file MyCharacter.cs.
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Implements Sandbox.Game.Entities.IMyControllableEntity.
Definition at line 5354 of file MyCharacter.cs.
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Definition at line 6333 of file MyCharacter.cs.
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Definition at line 504 of file MyCharacter.UpdateAnimations.cs.
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Definition at line 490 of file MyCharacter.UpdateAnimations.cs.
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Implements Sandbox.Game.Entities.IMyControllableEntity.
Definition at line 4922 of file MyCharacter.cs.
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Implements Sandbox.Game.Entities.IMyControllableEntity.
Definition at line 5478 of file MyCharacter.cs.
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Definition at line 8998 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 7726 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 5465 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 5474 of file MyCharacter.cs.
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Implements Sandbox.Game.Entities.IMyControllableEntity.
Definition at line 4917 of file MyCharacter.cs.
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Definition at line 4953 of file MyCharacter.cs.
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Implements Sandbox.Game.Entities.IMyControllableEntity.
Definition at line 4983 of file MyCharacter.cs.
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Definition at line 4988 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 5360 of file MyCharacter.cs.
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Definition at line 8981 of file MyCharacter.cs.
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Definition at line 7090 of file MyCharacter.cs.
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Definition at line 416 of file MyCharacter.UpdateAnimations.cs.
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Definition at line 5911 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 5343 of file MyCharacter.cs.
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inlinevirtual |
Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 2106 of file MyCharacter.cs.
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inlinevirtual |
Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 2037 of file MyCharacter.cs.
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inlinevirtual |
Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 2235 of file MyCharacter.cs.
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inlinevirtual |
Reimplemented from Sandbox.Game.Entities.MySkinnedEntity.
Definition at line 152 of file MyCharacter.UpdateAnimations.cs.
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inlinevirtual |
Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 1825 of file MyCharacter.cs.
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inlinevirtual |
Called each 10th frame if registered for update10
Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 1995 of file MyCharacter.cs.
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inlinevirtual |
Called each 100th frame if registered for update100
Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 2010 of file MyCharacter.cs.
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Definition at line 585 of file MyCharacter.cs.
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Definition at line 5619 of file MyCharacter.cs.
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Definition at line 7127 of file MyCharacter.cs.
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Definition at line 1967 of file MyCharacter.cs.
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Definition at line 7334 of file MyCharacter.cs.
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inlinevirtual |
Reimplemented from VRage.Game.Entity.MyEntity.
Definition at line 6859 of file MyCharacter.cs.
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Definition at line 7423 of file MyCharacter.cs.
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Definition at line 8477 of file MyCharacter.cs.
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Definition at line 7408 of file MyCharacter.cs.
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Definition at line 2628 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 5180 of file MyCharacter.cs.
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Implements VRage.Game.ModAPI.Interfaces.IMyControllableEntity.
Definition at line 5235 of file MyCharacter.cs.
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Implements Sandbox.Game.Entities.IMyControllableEntity.
Definition at line 5262 of file MyCharacter.cs.
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Definition at line 5248 of file MyCharacter.cs.
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Definition at line 4908 of file MyCharacter.cs.
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Definition at line 4750 of file MyCharacter.cs.
const float Sandbox.Game.Entities.Character.MyCharacter.CAMERA_NEAR_DISTANCE = 60.0f |
Definition at line 180 of file MyCharacter.cs.
float Sandbox.Game.Entities.Character.MyCharacter.CharacterGeneralDamageModifier = 1f |
Definition at line 240 of file MyCharacter.cs.
bool Sandbox.Game.Entities.Character.MyCharacter.DebugMode = false |
Definition at line 247 of file MyCharacter.cs.
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Definition at line 735 of file MyCharacter.cs.
const int Sandbox.Game.Entities.Character.MyCharacter.HK_CHARACTER_FLYING = 5 |
Definition at line 200 of file MyCharacter.cs.
const float Sandbox.Game.Entities.Character.MyCharacter.LIGHT_GLARE_MAX_DISTANCE = 40 |
Definition at line 407 of file MyCharacter.cs.
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Definition at line 299 of file MyCharacter.cs.
MyEntity Sandbox.Game.Entities.Character.MyCharacter.ManipulatedEntity |
Definition at line 8307 of file MyCharacter.cs.
const float Sandbox.Game.Entities.Character.MyCharacter.MINIMAL_SPEED = 0.001f |
Definition at line 185 of file MyCharacter.cs.
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Definition at line 236 of file MyCharacter.cs.
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Definition at line 401 of file MyCharacter.cs.
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Definition at line 402 of file MyCharacter.cs.
const float Sandbox.Game.Entities.Character.MyCharacter.POINT_LIGHT_INTENSITY = 0.3864f |
Definition at line 404 of file MyCharacter.cs.
const float Sandbox.Game.Entities.Character.MyCharacter.POINT_LIGHT_RANGE = 1.231f |
Definition at line 403 of file MyCharacter.cs.
const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_BILLBOARD_LENGTH = 40f |
Definition at line 394 of file MyCharacter.cs.
const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_BILLBOARD_THICKNESS = 6f |
Definition at line 395 of file MyCharacter.cs.
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Definition at line 399 of file MyCharacter.cs.
const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_CONE_ANGLE = 0.373f |
Definition at line 393 of file MyCharacter.cs.
const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_DIFFUSE_FACTOR = 3.14f |
Definition at line 397 of file MyCharacter.cs.
const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_DIRECTION = -3.5f |
Definition at line 405 of file MyCharacter.cs.
const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_GLOSS_FACTOR = 1.0f |
Definition at line 396 of file MyCharacter.cs.
const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_INTENSITY = 6 |
Definition at line 400 of file MyCharacter.cs.
const float Sandbox.Game.Entities.Character.MyCharacter.REFLECTOR_RANGE = 50 |
Definition at line 390 of file MyCharacter.cs.
float Sandbox.Game.Entities.Character.MyCharacter.RotationSpeed = CHARACTER_X_ROTATION_SPEED |
Definition at line 258 of file MyCharacter.cs.
Vector3 Sandbox.Game.Entities.Character.MyCharacter.ShootDirection = Vector3.One |
Definition at line 714 of file MyCharacter.cs.
readonly SyncType Sandbox.Game.Entities.Character.MyCharacter.SyncType |
Definition at line 387 of file MyCharacter.cs.
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For characters, which are not controlled by player, this will set the aimed point, otherwise the aimed point is determined from camera matrix
Definition at line 2672 of file MyCharacter.cs.
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Definition at line 476 of file MyCharacter.cs.
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Definition at line 501 of file MyCharacter.cs.
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Definition at line 8203 of file MyCharacter.cs.
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Definition at line 8217 of file MyCharacter.cs.
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Definition at line 6940 of file MyCharacter.cs.
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Definition at line 6935 of file MyCharacter.cs.
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Definition at line 6903 of file MyCharacter.cs.
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Definition at line 8225 of file MyCharacter.cs.
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Definition at line 7103 of file MyCharacter.cs.
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Definition at line 7382 of file MyCharacter.cs.
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Definition at line 410 of file MyCharacter.cs.
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Definition at line 504 of file MyCharacter.cs.
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Definition at line 434 of file MyCharacter.cs.
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Definition at line 6913 of file MyCharacter.cs.
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Definition at line 461 of file MyCharacter.cs.
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Definition at line 525 of file MyCharacter.cs.
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Definition at line 6930 of file MyCharacter.cs.
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Definition at line 7096 of file MyCharacter.cs.
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Definition at line 8247 of file MyCharacter.cs.
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Definition at line 580 of file MyCharacter.cs.
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Definition at line 313 of file MyCharacter.cs.
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Definition at line 8296 of file MyCharacter.cs.
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Definition at line 261 of file MyCharacter.cs.
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Definition at line 271 of file MyCharacter.cs.
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Definition at line 281 of file MyCharacter.cs.
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Definition at line 7743 of file MyCharacter.cs.
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Definition at line 6132 of file MyCharacter.cs.
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Definition at line 606 of file MyCharacter.cs.
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Returns true is this character is an AI character, otherwise false.
Definition at line 8286 of file MyCharacter.cs.
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Definition at line 593 of file MyCharacter.cs.
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Definition at line 6212 of file MyCharacter.cs.
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Definition at line 7106 of file MyCharacter.cs.
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Definition at line 6222 of file MyCharacter.cs.
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Definition at line 3067 of file MyCharacter.cs.
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Definition at line 534 of file MyCharacter.cs.
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Definition at line 6231 of file MyCharacter.cs.
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Definition at line 6236 of file MyCharacter.cs.
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Returns true is this character is a player character, otherwise false.
Definition at line 8273 of file MyCharacter.cs.
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Definition at line 647 of file MyCharacter.cs.
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Definition at line 7111 of file MyCharacter.cs.
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Definition at line 6217 of file MyCharacter.cs.
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Definition at line 5899 of file MyCharacter.cs.
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Definition at line 494 of file MyCharacter.cs.
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Definition at line 352 of file MyCharacter.cs.
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Definition at line 6918 of file MyCharacter.cs.
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Definition at line 6171 of file MyCharacter.cs.
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Definition at line 6945 of file MyCharacter.cs.
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Definition at line 6908 of file MyCharacter.cs.
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Definition at line 635 of file MyCharacter.cs.
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Definition at line 8115 of file MyCharacter.cs.
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Definition at line 623 of file MyCharacter.cs.
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Definition at line 6952 of file MyCharacter.cs.
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Definition at line 8124 of file MyCharacter.cs.
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Definition at line 8019 of file MyCharacter.cs.
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Definition at line 681 of file MyCharacter.cs.
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Definition at line 482 of file MyCharacter.cs.
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Definition at line 653 of file MyCharacter.cs.
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Definition at line 659 of file MyCharacter.cs.
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Definition at line 641 of file MyCharacter.cs.
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Definition at line 371 of file MyCharacter.cs.
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Definition at line 470 of file MyCharacter.cs.
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Definition at line 8291 of file MyCharacter.cs.
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Definition at line 488 of file MyCharacter.cs.
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Definition at line 6925 of file MyCharacter.cs.
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Returns the amount of energy the suit has, values will range between 0 and 1, where 0 is no charge and 1 is full charge.
Definition at line 8255 of file MyCharacter.cs.
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Definition at line 548 of file MyCharacter.cs.
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Definition at line 566 of file MyCharacter.cs.
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Definition at line 7387 of file MyCharacter.cs.
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Definition at line 7740 of file MyCharacter.cs.
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Definition at line 8129 of file MyCharacter.cs.
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Definition at line 8153 of file MyCharacter.cs.
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Definition at line 239 of file MyCharacter.cs.
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Definition at line 629 of file MyCharacter.cs.
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Definition at line 315 of file MyCharacter.cs.
Action<MyCharacter> Sandbox.Game.Entities.Character.MyCharacter.CharacterDied |
Definition at line 603 of file MyCharacter.cs.
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Definition at line 211 of file MyCharacter.cs.
CharacterMovementStateDelegate Sandbox.Game.Entities.Character.MyCharacter.OnMovementStateChanged |
Definition at line 309 of file MyCharacter.cs.
EventHandler Sandbox.Game.Entities.Character.MyCharacter.OnWeaponChanged |
Definition at line 601 of file MyCharacter.cs.
Action<IMyHandheldGunObject<MyDeviceBase> > Sandbox.Game.Entities.Character.MyCharacter.WeaponEquiped |
Definition at line 242 of file MyCharacter.cs.