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| MyComponentStack (MyCubeBlockDefinition BlockDefinition, float integrityPercent, float buildPercent) |
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void | UpdateBuildIntegrityUp () |
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void | UpdateBuildIntegrityDown (float ratio) |
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bool | CanContinueBuild (MyInventoryBase inventory, MyConstructionStockpile stockpile) |
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void | GetMissingInfo (out int groupIndex, out int componentCount) |
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void | DestroyCompletely () |
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void | GetMissingComponents (Dictionary< string, int > addToDictionary, MyConstructionStockpile availableItems=null) |
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void | IncreaseMountLevel (float mountAmount, MyConstructionStockpile stockpile=null) |
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void | DecreaseMountLevel (float unmountAmount, MyConstructionStockpile outputStockpile=null, bool useDefaultDeconstructEfficiency=false) |
| Dismounts component stack, dismounted items are put into output stockpile More...
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void | ApplyDamage (float damage, MyConstructionStockpile outputStockpile=null) |
| Applies damage to the component stack. The method works almost the same as dismounting, it just leaves the build level at the original value and also the parts that are put into the outputStockpile are damaged. More...
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GroupInfo | GetGroupInfo (int index) |
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const float | MOUNT_THRESHOLD = 1.0f/(float)ushort.MaxValue |
| Mount threshold, required because of float inaccuracy. Component that has integrity beyond this threshold is considered unmounted. The integrity of the whole stack will never fall beyond this level (unless the stack is fully dismounted) More...
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Definition at line 22 of file MyComponentStack.cs.
Sandbox.Game.Entities.MyComponentStack.MyComponentStack |
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MyCubeBlockDefinition |
BlockDefinition, |
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float |
integrityPercent, |
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float |
buildPercent |
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) |
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inline |
void Sandbox.Game.Entities.MyComponentStack.ApplyDamage |
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float |
damage, |
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MyConstructionStockpile |
outputStockpile = null |
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) |
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inline |
Applies damage to the component stack. The method works almost the same as dismounting, it just leaves the build level at the original value and also the parts that are put into the outputStockpile are damaged.
Definition at line 510 of file MyComponentStack.cs.
void Sandbox.Game.Entities.MyComponentStack.DecreaseMountLevel |
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float |
unmountAmount, |
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MyConstructionStockpile |
outputStockpile = null , |
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bool |
useDefaultDeconstructEfficiency = false |
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) |
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inline |
Dismounts component stack, dismounted items are put into output stockpile
Definition at line 494 of file MyComponentStack.cs.
void Sandbox.Game.Entities.MyComponentStack.DestroyCompletely |
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| ) |
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inline |
GroupInfo Sandbox.Game.Entities.MyComponentStack.GetGroupInfo |
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int |
index | ) |
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inline |
void Sandbox.Game.Entities.MyComponentStack.GetMissingComponents |
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Dictionary< string, int > |
addToDictionary, |
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MyConstructionStockpile |
availableItems = null |
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) |
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inline |
void Sandbox.Game.Entities.MyComponentStack.GetMissingInfo |
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out int |
groupIndex, |
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out int |
componentCount |
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) |
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inline |
void Sandbox.Game.Entities.MyComponentStack.IncreaseMountLevel |
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float |
mountAmount, |
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MyConstructionStockpile |
stockpile = null |
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) |
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inline |
void Sandbox.Game.Entities.MyComponentStack.UpdateBuildIntegrityDown |
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float |
ratio | ) |
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inline |
void Sandbox.Game.Entities.MyComponentStack.UpdateBuildIntegrityUp |
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| ) |
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inline |
const float Sandbox.Game.Entities.MyComponentStack.MOUNT_THRESHOLD = 1.0f/(float)ushort.MaxValue |
Mount threshold, required because of float inaccuracy. Component that has integrity beyond this threshold is considered unmounted. The integrity of the whole stack will never fall beyond this level (unless the stack is fully dismounted)
Definition at line 43 of file MyComponentStack.cs.
float Sandbox.Game.Entities.MyComponentStack.BuildIntegrity |
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get |
float Sandbox.Game.Entities.MyComponentStack.BuildRatio |
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get |
int Sandbox.Game.Entities.MyComponentStack.GroupCount |
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get |
float Sandbox.Game.Entities.MyComponentStack.Integrity |
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get |
float Sandbox.Game.Entities.MyComponentStack.IntegrityRatio |
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get |
bool Sandbox.Game.Entities.MyComponentStack.IsDestroyed |
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get |
bool Sandbox.Game.Entities.MyComponentStack.IsFullIntegrity |
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get |
bool Sandbox.Game.Entities.MyComponentStack.IsFullyDismounted |
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get |
bool Sandbox.Game.Entities.MyComponentStack.IsFunctional |
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get |
Component stack is functional when critical part is not destroyed (integrity > 0). IMPORTANT: When you change the logic beyond this property, don't forget to call CheckFunctionalState every time the functional state could have been changed! (Also, remove calls to CheckFunctionalState where no longer needed)
Definition at line 131 of file MyComponentStack.cs.
float Sandbox.Game.Entities.MyComponentStack.MaxIntegrity |
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get |
float Sandbox.Game.Entities.MyComponentStack.NewBlockIntegrity |
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staticget |
Action Sandbox.Game.Entities.MyComponentStack.IsFunctionalChanged |
The documentation for this class was generated from the following file: