Space Engineers
Public Member Functions | Protected Member Functions | Static Protected Member Functions | Protected Attributes | Static Protected Attributes | Properties | List of all members
Sandbox.Game.Entities.Character.MyCharacterDetectorComponent Class Referenceabstract
Inheritance diagram for Sandbox.Game.Entities.Character.MyCharacterDetectorComponent:
Sandbox.Game.Entities.Character.MyCharacterComponent VRage.Game.Components.MyEntityComponentBase VRage.Game.Components.MyComponentBase Sandbox.Game.Entities.Character.MyCharacterRaycastDetectorComponent Sandbox.Game.Entities.Character.MyCharacterShapecastDetectorComponent

Public Member Functions

override void UpdateAfterSimulation10 ()
 
void DoDetection ()
 
void UseContinues ()
 
override void OnCharacterDead ()
 
override void OnAddedToContainer ()
 Gets called after the container of this component changes 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 Sandbox.Game.Entities.Character.MyCharacterComponent
virtual void UpdateBeforeSimulation ()
 
virtual void UpdateAfterSimulation ()
 
virtual void UpdateBeforeSimulation100 ()
 
- 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 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

abstract void DoDetection (bool useHead)
 
virtual void OnDetectedEntityMarkForClose (IMyEntity obj)
 
void GatherDetectorsInArea (Vector3D from)
 
void EnableDetectorsInArea (Vector3D from)
 
void DisableDetectors ()
 

Static Protected Member Functions

static void HandleInteractiveObject (IMyUseObject interactive)
 

Protected Attributes

MyHudNotification m_useObjectNotification
 
MyHudNotification m_showTerminalNotification
 
MyHudNotification m_openInventoryNotification
 
bool m_usingContinuously = false
 
MyCharacterHitInfo CharHitInfo
 

Static Protected Attributes

static List< MyEntitym_detectableEntities = new List<MyEntity>()
 

Properties

IMyUseObject UseObject [get, set]
 
IMyEntity DetectedEntity [get, protected set]
 
Vector3D HitPosition [get, protected set]
 
Vector3 HitNormal [get, protected set]
 
uint ShapeKey [get, protected set]
 
Vector3D StartPosition [get, protected set]
 
MyStringHash HitMaterial [get, protected set]
 
HkRigidBody HitBody [get, protected set]
 
object HitTag [get, protected set]
 
- 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

Definition at line 58 of file MyCharacterDetectorComponent.cs.

Member Function Documentation

void Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.DisableDetectors ( )
inlineprotected

Definition at line 284 of file MyCharacterDetectorComponent.cs.

void Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.DoDetection ( )
inline

Definition at line 90 of file MyCharacterDetectorComponent.cs.

abstract void Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.DoDetection ( bool  useHead)
protectedpure virtual
void Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.EnableDetectorsInArea ( Vector3D  from)
inlineprotected

Definition at line 254 of file MyCharacterDetectorComponent.cs.

void Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.GatherDetectorsInArea ( Vector3D  from)
inlineprotected

Definition at line 248 of file MyCharacterDetectorComponent.cs.

static void Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.HandleInteractiveObject ( IMyUseObject  interactive)
inlinestaticprotected

Definition at line 298 of file MyCharacterDetectorComponent.cs.

override void Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.OnAddedToContainer ( )
inlinevirtual

Gets called after the container of this component changes

Reimplemented from VRage.Game.Components.MyComponentBase.

Definition at line 235 of file MyCharacterDetectorComponent.cs.

override void Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.OnCharacterDead ( )
inlinevirtual
virtual void Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.OnDetectedEntityMarkForClose ( IMyEntity  obj)
inlineprotectedvirtual

Definition at line 153 of file MyCharacterDetectorComponent.cs.

override void Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.OnRemovedFromScene ( )
inlinevirtual

CH: TOOD: Be careful! This does not get called if the component is removed from a container that is still in the scene!

Reimplemented from VRage.Game.Components.MyComponentBase.

Definition at line 241 of file MyCharacterDetectorComponent.cs.

override void Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.UpdateAfterSimulation10 ( )
inlinevirtual
void Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.UseContinues ( )
inline

Definition at line 222 of file MyCharacterDetectorComponent.cs.

Member Data Documentation

MyCharacterHitInfo Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.CharHitInfo
protected

Definition at line 151 of file MyCharacterDetectorComponent.cs.

List<MyEntity> Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.m_detectableEntities = new List<MyEntity>()
staticprotected

Definition at line 62 of file MyCharacterDetectorComponent.cs.

MyHudNotification Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.m_openInventoryNotification
protected

Definition at line 66 of file MyCharacterDetectorComponent.cs.

MyHudNotification Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.m_showTerminalNotification
protected

Definition at line 65 of file MyCharacterDetectorComponent.cs.

MyHudNotification Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.m_useObjectNotification
protected

Definition at line 64 of file MyCharacterDetectorComponent.cs.

bool Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.m_usingContinuously = false
protected

Definition at line 68 of file MyCharacterDetectorComponent.cs.

Property Documentation

IMyEntity Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.DetectedEntity
getprotected set

Definition at line 119 of file MyCharacterDetectorComponent.cs.

HkRigidBody Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.HitBody
getprotected set

Definition at line 147 of file MyCharacterDetectorComponent.cs.

MyStringHash Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.HitMaterial
getprotected set

Definition at line 145 of file MyCharacterDetectorComponent.cs.

Vector3 Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.HitNormal
getprotected set

Definition at line 139 of file MyCharacterDetectorComponent.cs.

Vector3D Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.HitPosition
getprotected set

Definition at line 137 of file MyCharacterDetectorComponent.cs.

object Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.HitTag
getprotected set

Definition at line 149 of file MyCharacterDetectorComponent.cs.

uint Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.ShapeKey
getprotected set

Definition at line 141 of file MyCharacterDetectorComponent.cs.

Vector3D Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.StartPosition
getprotected set

Definition at line 143 of file MyCharacterDetectorComponent.cs.

IMyUseObject Sandbox.Game.Entities.Character.MyCharacterDetectorComponent.UseObject
getset

Definition at line 98 of file MyCharacterDetectorComponent.cs.


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