Space Engineers
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Fracture component adds fractures to entities. The component replaces renderer so the entity is responsible to restore it to original when this component is removed and original state is needed (repaired blocks). More...
Classes | |
struct | Info |
Public Member Functions | |
override bool | IsSerialized () |
Tells the component container serializer whether this component should be saved More... | |
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... | |
bool | RemoveChildShapes (List< string > shapeNames) |
Removes child shapes with given names. More... | |
virtual bool | RemoveChildShapes (string[] shapeNames) |
virtual void | SetShape (HkdBreakableShape shape, bool compound) |
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 | 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... | |
virtual 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... | |
virtual MyObjectBuilder_ComponentBase | Serialize (bool copy=false) |
virtual void | Deserialize (MyObjectBuilder_ComponentBase builder) |
virtual void | Init (MyComponentDefinitionBase definition) |
Public Attributes | |
HkdBreakableShape | Shape |
Protected Member Functions | |
void | GetCurrentFracturedShapeList (List< MyObjectBuilder_FractureComponentBase.FracturedShape > shapeList, string[] excludeShapeNames=null) |
abstract void | RecreateShape (List< MyObjectBuilder_FractureComponentBase.FracturedShape > shapeList) |
void | SerializeInternal (MyObjectBuilder_FractureComponentBase ob) |
Protected Attributes | |
readonly List< HkdShapeInstanceInfo > | m_tmpChildren = new List<HkdShapeInstanceInfo>() |
readonly List< HkdShapeInstanceInfo > | m_tmpShapeInfos = new List<HkdShapeInstanceInfo>() |
readonly List< MyObjectBuilder_FractureComponentBase.FracturedShape > | m_tmpShapeList = new List<MyObjectBuilder_FractureComponentBase.FracturedShape>() |
Properties | |
abstract MyPhysicalModelDefinition | PhysicalModelDefinition [get] |
override string | ComponentTypeDebugString [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... | |
Additional Inherited Members | |
Events inherited from VRage.Game.Components.MyEntityComponentBase | |
static Action< MyEntityComponentBase > | OnAfterAddedToContainer |
Action< MyEntityComponentBase > | BeforeRemovedFromContainer |
Fracture component adds fractures to entities. The component replaces renderer so the entity is responsible to restore it to original when this component is removed and original state is needed (repaired blocks).
Definition at line 26 of file MyFractureComponentBase.cs.
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inlineprotected |
Definition at line 105 of file MyFractureComponentBase.cs.
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inlinevirtual |
Tells the component container serializer whether this component should be saved
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 44 of file MyFractureComponentBase.cs.
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inlinevirtual |
Gets called after the container of this component changes
Reimplemented from VRage.Game.Components.MyComponentBase.
Reimplemented in Sandbox.Game.EntityComponents.MyFractureComponentCubeBlock.
Definition at line 54 of file MyFractureComponentBase.cs.
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inlinevirtual |
Gets called before the removal of this component from a container
Reimplemented from VRage.Game.Components.MyComponentBase.
Reimplemented in Sandbox.Game.EntityComponents.MyFractureComponentCubeBlock.
Definition at line 73 of file MyFractureComponentBase.cs.
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protectedpure virtual |
Implemented in Sandbox.Game.EntityComponents.MyFractureComponentCubeBlock.
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inline |
Removes child shapes with given names.
Definition at line 87 of file MyFractureComponentBase.cs.
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inlinevirtual |
Reimplemented in Sandbox.Game.EntityComponents.MyFractureComponentCubeBlock.
Definition at line 92 of file MyFractureComponentBase.cs.
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inlineprotected |
Definition at line 167 of file MyFractureComponentBase.cs.
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inlinevirtual |
Reimplemented in Sandbox.Game.EntityComponents.MyFractureComponentCubeBlock.
Definition at line 191 of file MyFractureComponentBase.cs.
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protected |
Definition at line 28 of file MyFractureComponentBase.cs.
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protected |
Definition at line 29 of file MyFractureComponentBase.cs.
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protected |
Definition at line 30 of file MyFractureComponentBase.cs.
HkdBreakableShape Sandbox.Game.EntityComponents.MyFractureComponentBase.Shape |
Definition at line 32 of file MyFractureComponentBase.cs.
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get |
Definition at line 50 of file MyFractureComponentBase.cs.
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get |
Definition at line 34 of file MyFractureComponentBase.cs.