Space Engineers
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Class for managing all static bushes as one entity. More...
Public Member Functions | |
MyDestroyableItems () | |
override void | DoDamage (float damage, int instanceId, Vector3D position, Vector3 normal, MyStringHash type) |
Default implementation does nothing. If you want env. items to react to damage, subclass this. More... | |
Public Member Functions inherited from Sandbox.Game.Entities.EnvironmentItems.MyEnvironmentItems | |
MyEnvironmentItems () | |
override void | Init (MyObjectBuilder_EntityBase objectBuilder) |
override MyObjectBuilder_EntityBase | GetObjectBuilder (bool copy=false) |
Gets object builder from object. More... | |
void | UnloadGraphics () |
void | ClosePhysics (MyEnvironmentItemsSpawnData data) |
void | PrepareItemsGraphics () |
void | PrepareItemsPhysics (MyEnvironmentItemsSpawnData spawnData) |
bool | IsValidPosition (Vector3D position) |
void | BeginBatch (bool sync) |
void | BatchAddItem (Vector3D position, MyStringHash subtypeId, bool sync) |
void | BatchModifyItem (int localId, MyStringHash subtypeId, bool sync) |
void | BatchRemoveItem (int localId, bool sync) |
void | EndBatch (bool sync) |
bool | ModifyItemModel (int itemInstanceId, MyStringHash newSubtypeId, bool updateSector, bool sync) |
bool | TryGetItemInfoById (int itemId, out ItemInfo result) |
void | GetPhysicalItemsInRadius (Vector3D position, float radius, List< ItemInfo > result) |
void | GetAllItemsInRadius (Vector3D point, float radius, List< ItemInfo > output) |
void | GetItemsInSector (Vector3I sectorId, List< ItemInfo > output) |
int | GetItemsCount (MyStringHash id) |
void | GetSectorsInRadius (Vector3D position, float radius, List< MyEnvironmentSector > sectors) |
void | GetSectorIdsInRadius (Vector3D position, float radius, List< Vector3I > sectorIds) |
void | RemoveItemsAroundPoint (Vector3D point, double radius) |
bool | RemoveItem (int itemInstanceId, bool sync, bool immediateUpdate=true) |
void | RemoveItemsOfSubtype (HashSet< MyStringHash > subtypes) |
void | DestroyItemAndCreateDebris (Vector3D position, Vector3 normal, double energy, int itemId) |
void | GetItems (ref Vector3D point, List< Vector3D > output) |
void | GetItemsInRadius (ref Vector3D point, float radius, List< Vector3D > output) |
bool | HasItem (int localId) |
void | GetAllItems (List< ItemInfo > output) |
void | GetItemsInSector (ref Vector3D point, List< ItemInfo > output) |
MyEnvironmentSector | GetSector (ref Vector3D worldPosition) |
MyEnvironmentSector | GetSector (ref Vector3I sectorId) |
Vector3I | GetSectorId (ref Vector3D worldPosition) |
override void | UpdateAfterSimulation100 () |
int | GetItemInstanceId (uint shapeKey) |
bool | IsItemEnabled (int localId) |
MyStringHash | GetItemSubtype (int localId) |
MyEnvironmentItemDefinition | GetItemDefinition (int itemInstanceId) |
MyEnvironmentItemDefinition | GetItemDefinitionFromShapeKey (uint shapeKey) |
bool | GetItemWorldMatrix (int itemInstanceId, out MatrixD worldMatrix) |
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... | |
virtual List< MyHudEntityParams > | GetHudParams (bool allowBlink) |
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 | UpdateOnceBeforeFrame () |
virtual void | UpdateBeforeSimulation () |
virtual void | UpdateAfterSimulation () |
virtual void | UpdatingStopped () |
virtual void | UpdateBeforeSimulation10 () |
Called each 10th frame if registered for update10 More... | |
virtual void | UpdateAfterSimulation10 () |
virtual void | UpdateBeforeSimulation100 () |
Called each 100th frame if registered for update100 More... | |
virtual string | GetFriendlyName () |
virtual MatrixD | GetViewMatrix () |
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 bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, 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 () |
virtual void | OnAddedToScene (object source) |
Called when [activated] which for entity means that was added to scene. More... | |
virtual void | OnRemovedFromScene (object source) |
void | AddToGamePruningStructure () |
void | RemoveFromGamePruningStructure () |
void | UpdateGamePruningStructure () |
void | RaisePhysicsChanged () |
void | HackyComponentInitByMiroPleaseDontUseEver (MyDefinitionId id) |
DONT USE THIS METHOD, EVER! More... | |
virtual void | Init (StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null) |
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) |
virtual void | SerializeControls (BitStream stream) |
virtual void | DeserializeControls (BitStream stream, bool outOfOrder) |
virtual void | ApplyLastControls () |
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) |
Protected Member Functions | |
override MyEntity | DestroyItem (int itemInstanceId) |
Protected Member Functions inherited from Sandbox.Game.Entities.EnvironmentItems.MyEnvironmentItems | |
bool | RemoveItem (int itemInstanceId, int physicsInstanceId, bool sync, bool immediateUpdate) |
bool | RemoveNonPhysicalItem (int itemInstanceId, bool sync, bool immediateUpdate) |
virtual void | OnRemoveItem (int localId, ref Matrix matrix, MyStringHash myStringId, int userData) |
override void | ClampToWorld () |
Protected Member Functions inherited from VRage.Game.Entity.MyEntity | |
virtual bool | CanBeAddedToRender () |
virtual MySyncComponentBase | OnCreateSync () |
virtual void | BeforeDelete () |
virtual void | Closing () |
virtual void | OnInventoryComponentAdded (MyInventoryBase inventory) |
virtual void | OnInventoryComponentRemoved (MyInventoryBase inventory) |
Class for managing all static bushes as one entity.
Definition at line 25 of file MyDestroyableItems.cs.
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inline |
Definition at line 27 of file MyDestroyableItems.cs.
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inlineprotectedvirtual |
Reimplemented from Sandbox.Game.Entities.EnvironmentItems.MyEnvironmentItems.
Definition at line 36 of file MyDestroyableItems.cs.
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inlinevirtual |
Default implementation does nothing. If you want env. items to react to damage, subclass this.
Reimplemented from Sandbox.Game.Entities.EnvironmentItems.MyEnvironmentItems.
Definition at line 29 of file MyDestroyableItems.cs.