Space Engineers
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Sandbox.Game.Entities.MyManipulationTool Class Reference

Manipulation tool - used for manipulating target entities. creates fixed constraint between owner's head pivot and target. More...

Inheritance diagram for Sandbox.Game.Entities.MyManipulationTool:
VRage.Game.Entity.MyEntity Sandbox.Game.Entities.IMyHandheldGunObject< MyDeviceBase > VRage.Game.Entity.UseObject.IMyUseObject VRage.ModAPI.IMyEntity VRage.Game.ModAPI.Ingame.IMyEntity

Classes

class  MyCharacterVirtualPhysicsBody
 

Public Types

enum  MyState { MyState.NONE, MyState.HOLD, MyState.PULL }
 

Public Member Functions

override void Init (MyObjectBuilder_EntityBase objectBuilder)
 
override MyObjectBuilder_EntityBase GetObjectBuilder (bool copy=false)
 Gets object builder from object. More...
 
VRageMath.Vector3 DirectionToTarget (VRageMath.Vector3D target)
 
bool CanShoot (MyShootActionEnum action, long shooter, out MyGunStatusEnum status)
 
void Shoot (MyShootActionEnum action, VRageMath.Vector3 direction, Vector3D?overrideWeaponPos, string gunAction)
 
void EndShoot (MyShootActionEnum action)
 
void BeginFailReaction (MyShootActionEnum action, MyGunStatusEnum status)
 
void BeginFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status)
 
void ShootFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status)
 
int GetAmmunitionAmount ()
 
void OnControlAcquired (Sandbox.Game.Entities.Character.MyCharacter owner)
 
void OnControlReleased ()
 
override void UpdateBeforeSimulation ()
 
override void UpdateAfterSimulation ()
 
void DrawHud (IMyCameraController camera, long playerId)
 
bool StartManipulation (MyState state, MyEntity otherEntity, Vector3D hitPosition, ref MatrixD ownerWorldHeadMatrix, bool fromServer=false)
 
void StartManipulationSynced (MyState myState, MyEntity spawned, Vector3D position, ref MatrixD ownerWorldHeadMatrix)
 
void StopManipulationSynced ()
 
void UpdateSoundEmitter ()
 
- 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< MyHudEntityParamsGetHudParams (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 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 void UpdateAfterSimulation100 ()
 
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)
 

Static Public Member Functions

static bool IsEntityManipulated (MyEntity entity)
 

Protected Member Functions

override void Closing ()
 
- Protected Member Functions inherited from VRage.Game.Entity.MyEntity
virtual bool CanBeAddedToRender ()
 
virtual MySyncComponentBase OnCreateSync ()
 
virtual void ClampToWorld ()
 
virtual void BeforeDelete ()
 
virtual void OnInventoryComponentAdded (MyInventoryBase inventory)
 
virtual void OnInventoryComponentRemoved (MyInventoryBase inventory)
 

Properties

MyState State [get]
 
MyObjectBuilder_PhysicalGunObject PhysicalObject [get]
 
bool IsShooting [get]
 
bool ForceAnimationInsteadOfIK [get]
 
bool IsBlocking [get]
 
int ShootDirectionUpdateTime [get]
 
bool EnabledInWorldRules [get]
 
float BackkickForcePerSecond [get]
 
float ShakeAmount [get, protected set]
 
new MyDefinitionId DefinitionId [get]
 
MyDeviceBase GunBase [get]
 
MyPhysicalItemDefinition PhysicalItemDefinition [get]
 
MyCharacter Owner [get]
 
bool IsHoldingItem [get]
 
float ManipulationDistance [get, set]
 
MyEntity ManipulatedEntity [get]
 
int CurrentAmmunition [get, set]
 
int CurrentMagazineAmmunition [get, set]
 
- Properties inherited from VRage.Game.Entity.MyEntity
MyEntityComponentContainer Components [get]
 
MyPositionComponentBase PositionComp [get, set]
 
MyRenderComponentBase Render [get, set]
 
MyGameLogicComponent GameLogic [get, set]
 
long EntityId [get, set]
 Entity id, can be set by subclasses (for example when using pool...) More...
 
MySyncComponentBase SyncObject [get, protected set]
 
MyModStorageComponentBase Storage [get, set]
 
bool Closed [get, protected set]
 
bool MarkedForClose [get, protected set]
 
virtual float MaxGlassDistSq [get]
 
bool Save [get, set]
 
bool IsPreview [get, set]
 
bool IsReadyForReplication [get, set]
 
MyEntityUpdateEnum NeedsUpdate [get, set]
 
MatrixD WorldMatrix [get, set]
 
MyEntity Parent [get]
 Gets or sets the parent. More...
 
MyHierarchyComponent< MyEntityHierarchy [get, set]
 
MyPhysicsComponentBase Physics [get, set]
 Gets the physic component of the entity. More...
 
bool InvalidateOnMove [get, set]
 
bool SyncFlag [get, set]
 
bool InScene [get, set]
 
virtual bool IsVolumetric [get]
 
virtual Vector3D LocationForHudMarker [get]
 
MyModel Model [get]
 
MyModel ModelCollision [get]
 
string DisplayName [get, set]
 
string DebugName [get]
 
Dictionary< string, MyEntitySubpartSubparts [get]
 
virtual bool IsCCDForProjectiles [get]
 
int InventoryCount [get]
 Iterate through inventories and return their count. More...
 
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...
 
virtual String DisplayNameText [get, set]
 Display Name for GUI etc. Override in descendant classes. Usually used to display in terminal or inventory controls. More...
 
EntityFlags Flags [get, set]
 
- Properties inherited from VRage.ModAPI.IMyEntity
MyEntityComponentContainer Components [get]
 
MyPhysicsComponentBase Physics [get, set]
 
MyPositionComponentBase PositionComp [get, set]
 
MyRenderComponentBase Render [get, set]
 
MyEntityComponentBase GameLogic [get, set]
 
MyHierarchyComponentBase Hierarchy [get, set]
 
MySyncComponentBase SyncObject [get]
 
MyModStorageComponentBase Storage [get, set]
 Custom storage for mods. Shared with all mods. More...
 
EntityFlags Flags [get, set]
 
long EntityId [get, set]
 
string Name [get, set]
 
bool MarkedForClose [get]
 
bool Closed [get]
 
bool DebugAsyncLoading [get]
 
bool Save [get, set]
 
MyPersistentEntityFlags2 PersistentFlags [get, set]
 
MyEntityUpdateEnum NeedsUpdate [get, set]
 
IMyEntity Parent [get]
 
Matrix LocalMatrix [get, set]
 
bool NearFlag [get, set]
 
bool CastShadows [get, set]
 
bool FastCastShadowResolve [get, set]
 
bool NeedsResolveCastShadow [get, set]
 
float MaxGlassDistSq [get]
 
bool NeedsDraw [get, set]
 
bool NeedsDrawFromParent [get, set]
 
bool Transparent [get, set]
 
bool ShadowBoxLod [get, set]
 
bool SkipIfTooSmall [get, set]
 
bool Visible [get, set]
 
bool InScene [get, set]
 
bool InvalidateOnMove [get]
 
new VRageMath.MatrixD WorldMatrix [get, set]
 
VRageMath.MatrixD WorldMatrixInvScaled [get]
 
VRageMath.MatrixD WorldMatrixNormalizedInv [get]
 
bool IsVolumetric [get]
 
BoundingBox LocalAABB [get, set]
 
BoundingBox LocalAABBHr [get]
 
BoundingSphere LocalVolume [get, set]
 
Vector3 LocalVolumeOffset [get, set]
 
Vector3 LocationForHudMarker [get]
 
bool IsCCDForProjectiles [get]
 
string DisplayName [get, set]
 
- Properties inherited from VRage.Game.ModAPI.Ingame.IMyEntity
MyEntityComponentContainer Components [get]
 
long EntityId [get]
 
VRageMath.BoundingBoxD WorldAABB [get]
 
VRageMath.BoundingBoxD WorldAABBHr [get]
 
VRageMath.MatrixD WorldMatrix [get]
 
VRageMath.BoundingSphereD WorldVolume [get]
 
VRageMath.BoundingSphereD WorldVolumeHr [get]
 
- Properties inherited from Sandbox.Game.Entities.IMyHandheldGunObject< MyDeviceBase >
MyObjectBuilder_PhysicalGunObject PhysicalObject [get]
 
MyPhysicalItemDefinition PhysicalItemDefinition [get]
 
bool ForceAnimationInsteadOfIK [get]
 
bool IsBlocking [get]
 
int CurrentAmmunition [get, set]
 
int CurrentMagazineAmmunition [get, set]
 
- Properties inherited from VRage.Game.Entity.UseObject.IMyUseObject
IMyEntity Owner [get]
 
MyModelDummy Dummy [get]
 
float InteractiveDistance [get]
 Consider object as being in interactive range only if distance from character is smaller or equal to this value More...
 
MatrixD ActivationMatrix [get]
 Matrix of object, scale represents size of object More...
 
MatrixD WorldMatrix [get]
 Matrix of object, scale represents size of object More...
 
int RenderObjectID [get]
 Render ID of objects More...
 
int InstanceID [get]
 Instance ID of objects (this should mostly be unused More...
 
bool ShowOverlay [get]
 Show overlay (semitransparent bounding box) More...
 
UseActionEnum SupportedActions [get]
 Returns supported actions More...
 
bool ContinuousUsage [get]
 When true, use will be called every frame More...
 
bool PlayIndicatorSound [get]
 

Events

static Action< MyEntityManipulationStarted
 
static Action< MyEntityManipulationStopped
 
- Events inherited from VRage.Game.Entity.MyEntity
Action< MyEntityOnMarkForClose
 This event may not be invoked at all, when calling MyEntities.CloseAll, marking is bypassed More...
 
Action< MyEntityOnClose
 
Action< MyEntityOnClosing
 
Action< MyEntityOnPhysicsChanged
 
- Events inherited from VRage.ModAPI.IMyEntity
Action< IMyEntityOnClose
 
Action< IMyEntityOnClosing
 
Action< IMyEntityOnMarkForClose
 
Action< IMyEntityOnPhysicsChanged
 

Additional Inherited Members

- Public Attributes inherited from VRage.Game.Entity.MyEntity
MyDefinitionId DefinitionId = null
 
string Name
 
bool DebugAsyncLoading
 
DebugCreatedBy DebugCreatedBy
 
float m_massChangeForCollisions = 1f
 
Vector3D m_serverPosition = new Vector3D()
 
Quaternion m_serverOrientation = new Quaternion()
 
MatrixD m_serverWorldMatrix = new MatrixD()
 
Vector3 m_serverLinearVelocity
 
Vector3 m_serverAngularVelocity
 
bool m_positionResetFromServer
 
bool SentFromServer
 
int GamePruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED
 
int TopMostPruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED
 
bool StaticForPruningStructure = false
 
int TargetPruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED
 
Dictionary< IMyReplicable, Action > ReadyForReplicationAction = new Dictionary<IMyReplicable, Action>()
 
- Static Public Attributes inherited from VRage.Game.Entity.MyEntity
static Action< MyEntityAddToGamePruningStructureExtCallBack = null
 
static Action< MyEntityRemoveFromGamePruningStructureExtCallBack = null
 
static Action< MyEntityUpdateGamePruningStructureExtCallBack = null
 
static MyEntityFactoryCreateObjectBuilderDelegate MyEntityFactoryCreateObjectBuilderExtCallback = null
 
static CreateDefaultSyncEntityDelegate CreateDefaultSyncEntityExtCallback
 
static Action< MyEntityMyWeldingGroupsAddNodeExtCallback = null
 
static Action< MyEntityMyWeldingGroupsRemoveNodeExtCallback = null
 
static Action< MyEntity, List< MyEntity > > MyWeldingGroupsGetGroupNodesExtCallback = null
 
static MyWeldingGroupsGroupExistsDelegate MyWeldingGroupsGroupExistsExtCallback = null
 
static Action< MyEntityMyProceduralWorldGeneratorTrackEntityExtCallback = null
 
static Action< MyEntityCreateStandardRenderComponentsExtCallback = null
 
static Action< MyComponentContainer, MyObjectBuilderType, MyStringHash, MyObjectBuilder_ComponentContainerInitComponentsExtCallback = null
 
static Func< MyObjectBuilder_EntityBase, bool, MyEntityMyEntitiesCreateFromObjectBuilderExtCallback = null
 
- Static Protected Member Functions inherited from VRage.Game.Entity.MyEntity
static void UpdateNamedEmissiveParts (uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity)
 
- Protected Attributes inherited from VRage.Game.Entity.MyEntity
List< MyHudEntityParamsm_hudParams
 
MyModel m_modelCollision
 

Detailed Description

Manipulation tool - used for manipulating target entities. creates fixed constraint between owner's head pivot and target.

Definition at line 43 of file MyManipulationTool.cs.

Member Enumeration Documentation

Enumerator
NONE 
HOLD 
PULL 

Definition at line 117 of file MyManipulationTool.cs.

Member Function Documentation

void Sandbox.Game.Entities.MyManipulationTool.BeginFailReaction ( MyShootActionEnum  action,
MyGunStatusEnum  status 
)
inline

Definition at line 409 of file MyManipulationTool.cs.

void Sandbox.Game.Entities.MyManipulationTool.BeginFailReactionLocal ( MyShootActionEnum  action,
MyGunStatusEnum  status 
)
inline

Definition at line 413 of file MyManipulationTool.cs.

bool Sandbox.Game.Entities.MyManipulationTool.CanShoot ( MyShootActionEnum  action,
long  shooter,
out MyGunStatusEnum  status 
)
inline

Definition at line 338 of file MyManipulationTool.cs.

override void Sandbox.Game.Entities.MyManipulationTool.Closing ( )
inlineprotectedvirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 327 of file MyManipulationTool.cs.

VRageMath.Vector3 Sandbox.Game.Entities.MyManipulationTool.DirectionToTarget ( VRageMath.Vector3D  target)
inline

Definition at line 333 of file MyManipulationTool.cs.

void Sandbox.Game.Entities.MyManipulationTool.DrawHud ( IMyCameraController  camera,
long  playerId 
)
inline

Definition at line 454 of file MyManipulationTool.cs.

void Sandbox.Game.Entities.MyManipulationTool.EndShoot ( MyShootActionEnum  action)
inline

Definition at line 404 of file MyManipulationTool.cs.

int Sandbox.Game.Entities.MyManipulationTool.GetAmmunitionAmount ( )
inline

Definition at line 421 of file MyManipulationTool.cs.

override MyObjectBuilder_EntityBase Sandbox.Game.Entities.MyManipulationTool.GetObjectBuilder ( bool  copy = false)
inlinevirtual

Gets object builder from object.

Returns

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 308 of file MyManipulationTool.cs.

override void Sandbox.Game.Entities.MyManipulationTool.Init ( MyObjectBuilder_EntityBase  objectBuilder)
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 281 of file MyManipulationTool.cs.

static bool Sandbox.Game.Entities.MyManipulationTool.IsEntityManipulated ( MyEntity  entity)
inlinestatic

Definition at line 1457 of file MyManipulationTool.cs.

void Sandbox.Game.Entities.MyManipulationTool.OnControlAcquired ( Sandbox.Game.Entities.Character.MyCharacter  owner)
inline

Definition at line 426 of file MyManipulationTool.cs.

void Sandbox.Game.Entities.MyManipulationTool.OnControlReleased ( )
inline

Definition at line 431 of file MyManipulationTool.cs.

void Sandbox.Game.Entities.MyManipulationTool.Shoot ( MyShootActionEnum  action,
VRageMath.Vector3  direction,
Vector3D overrideWeaponPos,
string  gunAction 
)
inline

Definition at line 347 of file MyManipulationTool.cs.

void Sandbox.Game.Entities.MyManipulationTool.ShootFailReactionLocal ( MyShootActionEnum  action,
MyGunStatusEnum  status 
)
inline

Definition at line 417 of file MyManipulationTool.cs.

bool Sandbox.Game.Entities.MyManipulationTool.StartManipulation ( MyState  state,
MyEntity  otherEntity,
Vector3D  hitPosition,
ref MatrixD  ownerWorldHeadMatrix,
bool  fromServer = false 
)
inline

Definition at line 474 of file MyManipulationTool.cs.

void Sandbox.Game.Entities.MyManipulationTool.StartManipulationSynced ( MyState  myState,
MyEntity  spawned,
Vector3D  position,
ref MatrixD  ownerWorldHeadMatrix 
)
inline

Definition at line 1484 of file MyManipulationTool.cs.

void Sandbox.Game.Entities.MyManipulationTool.StopManipulationSynced ( )
inline

Definition at line 1490 of file MyManipulationTool.cs.

override void Sandbox.Game.Entities.MyManipulationTool.UpdateAfterSimulation ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 447 of file MyManipulationTool.cs.

override void Sandbox.Game.Entities.MyManipulationTool.UpdateBeforeSimulation ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 437 of file MyManipulationTool.cs.

void Sandbox.Game.Entities.MyManipulationTool.UpdateSoundEmitter ( )
inline

Definition at line 1761 of file MyManipulationTool.cs.

Property Documentation

float Sandbox.Game.Entities.MyManipulationTool.BackkickForcePerSecond
get

Definition at line 166 of file MyManipulationTool.cs.

int Sandbox.Game.Entities.MyManipulationTool.CurrentAmmunition
getset

Definition at line 1706 of file MyManipulationTool.cs.

int Sandbox.Game.Entities.MyManipulationTool.CurrentMagazineAmmunition
getset

Definition at line 1707 of file MyManipulationTool.cs.

new MyDefinitionId Sandbox.Game.Entities.MyManipulationTool.DefinitionId
get

Definition at line 177 of file MyManipulationTool.cs.

bool Sandbox.Game.Entities.MyManipulationTool.EnabledInWorldRules
get

Definition at line 161 of file MyManipulationTool.cs.

bool Sandbox.Game.Entities.MyManipulationTool.ForceAnimationInsteadOfIK
get

Definition at line 148 of file MyManipulationTool.cs.

MyDeviceBase Sandbox.Game.Entities.MyManipulationTool.GunBase
get

Definition at line 182 of file MyManipulationTool.cs.

bool Sandbox.Game.Entities.MyManipulationTool.IsBlocking
get

Definition at line 151 of file MyManipulationTool.cs.

bool Sandbox.Game.Entities.MyManipulationTool.IsHoldingItem
get

Definition at line 198 of file MyManipulationTool.cs.

bool Sandbox.Game.Entities.MyManipulationTool.IsShooting
get

Definition at line 141 of file MyManipulationTool.cs.

MyEntity Sandbox.Game.Entities.MyManipulationTool.ManipulatedEntity
get

Definition at line 213 of file MyManipulationTool.cs.

float Sandbox.Game.Entities.MyManipulationTool.ManipulationDistance
getset

Definition at line 203 of file MyManipulationTool.cs.

MyCharacter Sandbox.Game.Entities.MyManipulationTool.Owner
get

Definition at line 192 of file MyManipulationTool.cs.

MyPhysicalItemDefinition Sandbox.Game.Entities.MyManipulationTool.PhysicalItemDefinition
get

Definition at line 187 of file MyManipulationTool.cs.

MyObjectBuilder_PhysicalGunObject Sandbox.Game.Entities.MyManipulationTool.PhysicalObject
get

Definition at line 138 of file MyManipulationTool.cs.

float Sandbox.Game.Entities.MyManipulationTool.ShakeAmount
getprotected set

Definition at line 171 of file MyManipulationTool.cs.

int Sandbox.Game.Entities.MyManipulationTool.ShootDirectionUpdateTime
get

Definition at line 156 of file MyManipulationTool.cs.

MyState Sandbox.Game.Entities.MyManipulationTool.State
get

Definition at line 124 of file MyManipulationTool.cs.

Event Documentation

Action<MyEntity> Sandbox.Game.Entities.MyManipulationTool.ManipulationStarted
static

Definition at line 129 of file MyManipulationTool.cs.

Action<MyEntity> Sandbox.Game.Entities.MyManipulationTool.ManipulationStopped
static

Definition at line 130 of file MyManipulationTool.cs.


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