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| | MyFracturedPiece () |
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| override MyObjectBuilder_EntityBase | GetObjectBuilder (bool copy=false) |
| | Gets object builder from object. More...
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| override void | Init (MyObjectBuilder_EntityBase objectBuilder) |
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| void | SetDataFromHavok (HkdBreakableShape shape) |
| | Sets model from havok to render component of this entity. More...
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| override void | UpdateOnceBeforeFrame () |
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| void | RegisterObstacleContact (ref HkContactPointEvent e) |
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| void | StartFallSound (string sound) |
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| override void | UpdateAfterSimulation10 () |
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| override void | UpdateBeforeSimulation () |
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| override void | UpdateBeforeSimulation100 () |
| | Called each 100th frame if registered for update100 More...
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| override void | OnAddedToScene (object source) |
| | Called when [activated] which for entity means that was added to scene. More...
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| override void | OnRemovedFromScene (object source) |
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| void | OnDestroy () |
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| bool | DoDamage (float damage, MyStringHash damageType, bool sync, MyHitInfo?hitInfo, long attackerId) |
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| void | DebugCheckValidShapes () |
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| void | DebugDraw () |
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| void | DebugDrawInvalidTriangles () |
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| void | AddDebugRenderComponent (MyDebugRenderComponentBase render) |
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| void | ClearDebugRenderComponents () |
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| MyEntity | GetTopMostParent (Type type=null) |
| | Return top most parent of this entity More...
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| virtual List< MyHudEntityParams > | GetHudParams (bool allowBlink) |
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| | MyEntity () |
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| | MyEntity (bool initComponents=true) |
| | Initializes a new instance of the MyEntity class. More...
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| void | CreateSync () |
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| MyEntitySubpart | GetSubpart (string name) |
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| bool | TryGetSubpart (string name, out MyEntitySubpart subpart) |
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| virtual void | UpdateAfterSimulation () |
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| virtual void | UpdatingStopped () |
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| virtual void | UpdateBeforeSimulation10 () |
| | Called each 10th frame if registered for update10 More...
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| virtual void | UpdateAfterSimulation100 () |
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| virtual string | GetFriendlyName () |
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| virtual MatrixD | GetViewMatrix () |
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| void | SetSpeedsAccordingToServerValues () |
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| virtual void | SetWorldMatrix (MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true) |
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| virtual void | DebugDrawPhysics () |
| | Draw physical representation of entity More...
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| virtual bool | GetIntersectionWithLine (ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) |
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| virtual bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) |
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| virtual Vector3D | GetIntersectionWithLineAndBoundingSphere (ref LineD line, float boundingSphereRadiusMultiplier) |
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| virtual bool | GetIntersectionWithSphere (ref BoundingSphereD sphere) |
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| void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) |
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| virtual bool | DoOverlapSphereTest (float sphereRadius, Vector3D spherePos) |
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| double | GetSmallestDistanceBetweenCameraAndBoundingSphere () |
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| double | GetLargestDistanceBetweenCameraAndBoundingSphere () |
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| double | GetDistanceBetweenCameraAndBoundingSphere () |
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| double | GetDistanceBetweenPlayerPositionAndBoundingSphere () |
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| double | GetDistanceBetweenCameraAndPosition () |
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| virtual MyEntity | GetBaseEntity () |
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| void | AddToGamePruningStructure () |
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| void | RemoveFromGamePruningStructure () |
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| void | UpdateGamePruningStructure () |
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| void | RaisePhysicsChanged () |
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| void | HackyComponentInitByMiroPleaseDontUseEver (MyDefinitionId id) |
| | DONT USE THIS METHOD, EVER! More...
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| virtual void | Init (StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null) |
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| virtual void | RefreshModels (string model, string modelCollision) |
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| void | Delete () |
| | Every object must have this method, but not every phys object must necessarily have something to cleanup More...
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| void | Close () |
| | This method marks this entity for close which means, that Close will be called after all entities are updated More...
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| virtual void | BeforeSave () |
| | Called before method GetObjectBuilder, when saving sector More...
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| virtual void | PrepareForDraw () |
| | Method is called defacto from Update, preparation fo Draw More...
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| virtual void | BeforePaste () |
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| virtual void | AfterPaste () |
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| void | SetEmissiveParts (string emissiveName, Color emissivePartColor, float emissivity) |
| | Sets the emissive value of a specific emissive material on entity. More...
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| void | SetEmissivePartsForSubparts (string emissiveName, Color emissivePartColor, float emissivity) |
| | Sets the emissive value of a specific emissive material on all entity subparts. More...
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| override string | ToString () |
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| virtual MyInventoryBase | GetInventoryBase (int index) |
| | Search for inventory component with maching index. More...
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| MyInventoryBase | GetInventoryBase () |
| | Simply get the MyInventoryBase component stored in this entity. More...
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| delegate MyObjectBuilder_EntityBase | MyEntityFactoryCreateObjectBuilderDelegate (MyEntity entity) |
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| delegate MySyncComponentBase | CreateDefaultSyncEntityDelegate (MyEntity thisEntity) |
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| delegate bool | MyWeldingGroupsGroupExistsDelegate (MyEntity entity) |
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| virtual void | SerializeControls (BitStream stream) |
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| virtual void | DeserializeControls (BitStream stream, bool outOfOrder) |
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| virtual void | ApplyLastControls () |
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| bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags) |
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| void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) |
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| new MyRenderComponentFracturedPiece | Render [get] |
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| new MyPhysicsBody | Physics [get, set] |
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| float | Integrity [get] |
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| bool | UseDamageSystem [get] |
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| MyEntityComponentContainer | Components [get] |
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| MyPositionComponentBase | PositionComp [get, set] |
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| MyRenderComponentBase | Render [get, set] |
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| MyGameLogicComponent | GameLogic [get, set] |
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| long | EntityId [get, set] |
| | Entity id, can be set by subclasses (for example when using pool...) More...
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| MySyncComponentBase | SyncObject [get, protected set] |
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| MyModStorageComponentBase | Storage [get, set] |
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| bool | Closed [get, protected set] |
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| bool | MarkedForClose [get, protected set] |
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| virtual float | MaxGlassDistSq [get] |
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| bool | Save [get, set] |
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| bool | IsPreview [get, set] |
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| bool | IsReadyForReplication [get, set] |
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| MyEntityUpdateEnum | NeedsUpdate [get, set] |
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| MatrixD | WorldMatrix [get, set] |
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| MyEntity | Parent [get] |
| | Gets or sets the parent. More...
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| MyHierarchyComponent< MyEntity > | Hierarchy [get, set] |
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| MyPhysicsComponentBase | Physics [get, set] |
| | Gets the physic component of the entity. More...
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| bool | InvalidateOnMove [get, set] |
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| bool | SyncFlag [get, set] |
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| bool | InScene [get, set] |
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| virtual bool | IsVolumetric [get] |
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| virtual Vector3D | LocationForHudMarker [get] |
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| MyModel | Model [get] |
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| MyModel | ModelCollision [get] |
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| string | DisplayName [get, set] |
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| string | DebugName [get] |
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| Dictionary< string, MyEntitySubpart > | Subparts [get] |
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| virtual bool | IsCCDForProjectiles [get] |
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| int | InventoryCount [get] |
| | Iterate through inventories and return their count. More...
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| bool | HasInventory [get] |
| | Returns true if this entity has got at least one inventory. Note that one aggregate inventory can contain zero simple inventories => zero will be returned even if GetInventoryBase() != null. More...
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| virtual String | DisplayNameText [get, set] |
| | Display Name for GUI etc. Override in descendant classes. Usually used to display in terminal or inventory controls. More...
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| EntityFlags | Flags [get, set] |
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| MyEntityComponentContainer | Components [get] |
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| MyPhysicsComponentBase | Physics [get, set] |
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| MyPositionComponentBase | PositionComp [get, set] |
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| MyRenderComponentBase | Render [get, set] |
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| MyEntityComponentBase | GameLogic [get, set] |
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| MyHierarchyComponentBase | Hierarchy [get, set] |
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| MySyncComponentBase | SyncObject [get] |
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| MyModStorageComponentBase | Storage [get, set] |
| | Custom storage for mods. Shared with all mods. More...
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| EntityFlags | Flags [get, set] |
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| long | EntityId [get, set] |
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| string | Name [get, set] |
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| bool | MarkedForClose [get] |
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| bool | Closed [get] |
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| bool | DebugAsyncLoading [get] |
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| bool | Save [get, set] |
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| MyPersistentEntityFlags2 | PersistentFlags [get, set] |
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| MyEntityUpdateEnum | NeedsUpdate [get, set] |
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| IMyEntity | Parent [get] |
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| Matrix | LocalMatrix [get, set] |
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| bool | NearFlag [get, set] |
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| bool | CastShadows [get, set] |
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| bool | FastCastShadowResolve [get, set] |
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| bool | NeedsResolveCastShadow [get, set] |
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| float | MaxGlassDistSq [get] |
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| bool | NeedsDraw [get, set] |
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| bool | NeedsDrawFromParent [get, set] |
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| bool | Transparent [get, set] |
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| bool | ShadowBoxLod [get, set] |
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| bool | SkipIfTooSmall [get, set] |
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| bool | Visible [get, set] |
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| bool | InScene [get, set] |
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| bool | InvalidateOnMove [get] |
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| new VRageMath.MatrixD | WorldMatrix [get, set] |
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| VRageMath.MatrixD | WorldMatrixInvScaled [get] |
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| VRageMath.MatrixD | WorldMatrixNormalizedInv [get] |
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| bool | IsVolumetric [get] |
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| BoundingBox | LocalAABB [get, set] |
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| BoundingBox | LocalAABBHr [get] |
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| BoundingSphere | LocalVolume [get, set] |
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| Vector3 | LocalVolumeOffset [get, set] |
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| Vector3 | LocationForHudMarker [get] |
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| bool | IsCCDForProjectiles [get] |
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| string | DisplayName [get, set] |
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| MyEntityComponentContainer | Components [get] |
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| long | EntityId [get] |
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| VRageMath.BoundingBoxD | WorldAABB [get] |
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| VRageMath.BoundingBoxD | WorldAABBHr [get] |
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| VRageMath.MatrixD | WorldMatrix [get] |
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| VRageMath.BoundingSphereD | WorldVolume [get] |
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| VRageMath.BoundingSphereD | WorldVolumeHr [get] |
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| float | Integrity [get] |
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| bool | UseDamageSystem [get] |
| | When set to true, it should use MyDamageSystem damage routing. More...
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Definition at line 38 of file MyFracturedPiece.cs.