Space Engineers
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Public Member Functions | |
virtual void | Init (MyDebrisBaseDescription desc) |
One time initialization for debris entity. These are settings that do not change when this debris entity is pulled from the pool. Also note that this is the only way Debris should be initialized. It calls other Init methods with correct arguments. More... | |
virtual void | Free () |
Called to clean up resources before pool is destroyed. Think of this as finalization. More... | |
virtual void | Start (Vector3D position, Vector3D initialVelocity, float scale) |
Initialization of each debris instance when it is taken out of the pool. More... | |
virtual void | Start (MatrixD position, Vector3D initialVelocity, float scale, bool randomRotation=true) |
override void | OnAddedToContainer () |
Gets called after the container of this component changes More... | |
override void | UpdateAfterSimulation () |
override void | Close () |
Public Member Functions inherited from Sandbox.Game.Components.MyEntityGameLogic | |
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... | |
Public Attributes | |
int | LifespanInMiliseconds |
float | RandomScale |
Protected Member Functions | |
virtual MyPhysicsComponentBase | GetPhysics (RigidBodyFlag rigidBodyFlag) |
Protected Member Functions inherited from Sandbox.Game.Components.MyEntityGameLogic | |
void | CallAndClearOnClose () |
void | CallAndClearOnClosing () |
Protected Attributes | |
HkMassProperties | m_massProperties |
Protected Attributes inherited from Sandbox.Game.Components.MyEntityGameLogic | |
MyEntity | m_entity |
Additional Inherited Members | |
Properties inherited from Sandbox.Game.Components.MyEntityGameLogic | |
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 inherited from Sandbox.Game.Components.MyEntityGameLogic | |
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 105 of file MyDebrisBase.cs.
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inlinevirtual |
Reimplemented from VRage.Game.Components.MyGameLogicComponent.
Definition at line 223 of file MyDebrisBase.cs.
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inlinevirtual |
Called to clean up resources before pool is destroyed. Think of this as finalization.
Definition at line 158 of file MyDebrisBase.cs.
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inlineprotectedvirtual |
Definition at line 150 of file MyDebrisBase.cs.
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inlinevirtual |
One time initialization for debris entity. These are settings that do not change when this debris entity is pulled from the pool. Also note that this is the only way Debris should be initialized. It calls other Init methods with correct arguments.
Definition at line 128 of file MyDebrisBase.cs.
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inlinevirtual |
Gets called after the container of this component changes
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 196 of file MyDebrisBase.cs.
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inlinevirtual |
Initialization of each debris instance when it is taken out of the pool.
Definition at line 170 of file MyDebrisBase.cs.
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inlinevirtual |
Definition at line 174 of file MyDebrisBase.cs.
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inlinevirtual |
Reimplemented from VRage.Game.Components.MyGameLogicComponent.
Definition at line 202 of file MyDebrisBase.cs.
int Sandbox.Game.Entities.Debris.MyDebrisBase.MyDebrisBaseLogic.LifespanInMiliseconds |
Definition at line 116 of file MyDebrisBase.cs.
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protected |
Definition at line 120 of file MyDebrisBase.cs.
float Sandbox.Game.Entities.Debris.MyDebrisBase.MyDebrisBaseLogic.RandomScale |
Definition at line 117 of file MyDebrisBase.cs.