Space Engineers
Public Member Functions | Properties | Events | List of all members
Sandbox.Game.Entities.Inventory.MyTriggerAggregate Class Reference
Inheritance diagram for Sandbox.Game.Entities.Inventory.MyTriggerAggregate:
VRage.Game.Components.MyEntityComponentBase VRage.Game.Components.IMyComponentAggregate VRage.Game.Components.MyComponentBase

Public Member Functions

override bool IsSerialized ()
 Tells the component container serializer whether this component should be saved More...
 
void AfterComponentAdd (MyComponentBase component)
 
void BeforeComponentRemove (MyComponentBase component)
 
override MyObjectBuilder_ComponentBase Serialize (bool copy=false)
 
override void Deserialize (MyObjectBuilder_ComponentBase builder)
 
override 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...
 
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 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 Init (MyComponentDefinitionBase definition)
 

Properties

override string ComponentTypeDebugString [get]
 
int TriggerCount [get]
 Returns number of inventories of MyInventory type contained in this aggregate More...
 
MyAggregateComponentList ChildList [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...
 
- Properties inherited from VRage.Game.Components.IMyComponentAggregate
MyAggregateComponentList ChildList [get]
 
MyComponentContainer ContainerBase [get]
 

Events

Action< MyTriggerAggregate, int > OnTriggerCountChanged
 
- Events inherited from VRage.Game.Components.MyEntityComponentBase
static Action< MyEntityComponentBaseOnAfterAddedToContainer
 
Action< MyEntityComponentBaseBeforeRemovedFromContainer
 

Detailed Description

Definition at line 11 of file MyTriggerAggregate.cs.

Member Function Documentation

void Sandbox.Game.Entities.Inventory.MyTriggerAggregate.AfterComponentAdd ( MyComponentBase  component)
inline

Implements VRage.Game.Components.IMyComponentAggregate.

Definition at line 51 of file MyTriggerAggregate.cs.

void Sandbox.Game.Entities.Inventory.MyTriggerAggregate.BeforeComponentRemove ( MyComponentBase  component)
inline

Implements VRage.Game.Components.IMyComponentAggregate.

Definition at line 74 of file MyTriggerAggregate.cs.

override void Sandbox.Game.Entities.Inventory.MyTriggerAggregate.Deserialize ( MyObjectBuilder_ComponentBase  builder)
inlinevirtual

Reimplemented from VRage.Game.Components.MyComponentBase.

Definition at line 111 of file MyTriggerAggregate.cs.

override bool Sandbox.Game.Entities.Inventory.MyTriggerAggregate.IsSerialized ( )
inlinevirtual

Tells the component container serializer whether this component should be saved

Returns

Reimplemented from VRage.Game.Components.MyComponentBase.

Definition at line 40 of file MyTriggerAggregate.cs.

override void Sandbox.Game.Entities.Inventory.MyTriggerAggregate.OnAddedToScene ( )
inlinevirtual

CH: TOOD: Be careful! This does not get called if the component is added to a container that is in the scene already!

Reimplemented from VRage.Game.Components.MyComponentBase.

Definition at line 128 of file MyTriggerAggregate.cs.

override void Sandbox.Game.Entities.Inventory.MyTriggerAggregate.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 138 of file MyTriggerAggregate.cs.

override MyObjectBuilder_ComponentBase Sandbox.Game.Entities.Inventory.MyTriggerAggregate.Serialize ( bool  copy = false)
inlinevirtual

Reimplemented from VRage.Game.Components.MyComponentBase.

Definition at line 92 of file MyTriggerAggregate.cs.

Property Documentation

MyAggregateComponentList Sandbox.Game.Entities.Inventory.MyTriggerAggregate.ChildList
get

Definition at line 47 of file MyTriggerAggregate.cs.

override string Sandbox.Game.Entities.Inventory.MyTriggerAggregate.ComponentTypeDebugString
get

Definition at line 15 of file MyTriggerAggregate.cs.

int Sandbox.Game.Entities.Inventory.MyTriggerAggregate.TriggerCount
get

Returns number of inventories of MyInventory type contained in this aggregate

Definition at line 21 of file MyTriggerAggregate.cs.

Event Documentation

Action<MyTriggerAggregate, int> Sandbox.Game.Entities.Inventory.MyTriggerAggregate.OnTriggerCountChanged

Definition at line 14 of file MyTriggerAggregate.cs.


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