Space Engineers
Public Member Functions | Protected Member Functions | Properties | List of all members
Sandbox.Game.GameSystems.MyDamageSystem Class Reference

This session component has all damage routed through it. This allows damage tracking, nullification, mitigation and amplification. More...

Inheritance diagram for Sandbox.Game.GameSystems.MyDamageSystem:
VRage.Game.Components.MySessionComponentBase VRage.Game.ModAPI.IMyDamageSystem VRage.Game.Components.Interfaces.IMyUserInputComponent

Public Member Functions

override void LoadData ()
 
void RaiseDestroyed (object target, MyDamageInformation info)
 Raised when an object is destroyed. More...
 
void RaiseBeforeDamageApplied (object target, ref MyDamageInformation info)
 Raised before damage is applied. Can be modified. More...
 
void RaiseAfterDamageApplied (object target, MyDamageInformation info)
 Raised after damage is applied More...
 
void RegisterDestroyHandler (int priority, Action< object, MyDamageInformation > handler)
 Registers a handler for when an object in game is destroyed. More...
 
void RegisterBeforeDamageHandler (int priority, BeforeDamageApplied handler)
 Registers a handler that is called before an object in game is damaged. The damage can be modified in this handler. More...
 
void RegisterAfterDamageHandler (int priority, Action< object, MyDamageInformation > handler)
 Registers a handler that is called after an object in game is damaged. More...
 
- Public Member Functions inherited from VRage.Game.Components.MySessionComponentBase
virtual bool UpdatedBeforeInit ()
 
 MySessionComponentBase ()
 
void SetUpdateOrder (MyUpdateOrder order)
 
virtual void InitFromDefinition (MySessionComponentDefinition definition)
 
virtual void Init (MyObjectBuilder_SessionComponent sessionComponent)
 
virtual MyObjectBuilder_SessionComponent GetObjectBuilder ()
 
void AfterLoadData ()
 
void UnloadDataConditional ()
 
virtual void SaveData ()
 
virtual void BeforeStart ()
 
virtual void UpdateBeforeSimulation ()
 
virtual void Simulate ()
 
virtual void UpdateAfterSimulation ()
 
virtual void UpdatingStopped ()
 
virtual void Draw ()
 
virtual void HandleInput ()
 
override string ToString ()
 

Protected Member Functions

override void UnloadData ()
 

Properties

static MyDamageSystem Static [get]
 
- Properties inherited from VRage.Game.Components.MySessionComponentBase
MyUpdateOrder UpdateOrder [get]
 
MyObjectBuilderType ObjectBuilderType [get]
 
bool Loaded [get]
 
bool Initialized [get]
 
MyDefinitionId Definition [get, set]
 
virtual Type[] Dependencies [get]
 
virtual bool IsRequiredByGame [get]
 Indicates whether a session component should be used in current configuration. Example: MyDestructionData component returns true only when game uses Havok Destruction More...
 

Additional Inherited Members

- Public Attributes inherited from VRage.Game.Components.MySessionComponentBase
readonly string DebugName
 
readonly int Priority
 
readonly Type ComponentType
 
IMySession Session
 

Detailed Description

This session component has all damage routed through it. This allows damage tracking, nullification, mitigation and amplification.

Definition at line 25 of file MyDamageSystem.cs.

Member Function Documentation

override void Sandbox.Game.GameSystems.MyDamageSystem.LoadData ( )
inlinevirtual

Reimplemented from VRage.Game.Components.MySessionComponentBase.

Definition at line 33 of file MyDamageSystem.cs.

void Sandbox.Game.GameSystems.MyDamageSystem.RaiseAfterDamageApplied ( object  target,
MyDamageInformation  info 
)
inline

Raised after damage is applied

Parameters
targetThe target object
infoInformation about the damage

Definition at line 75 of file MyDamageSystem.cs.

void Sandbox.Game.GameSystems.MyDamageSystem.RaiseBeforeDamageApplied ( object  target,
ref MyDamageInformation  info 
)
inline

Raised before damage is applied. Can be modified.

Parameters
targetThe target object
infoInformation about the damage. Can be modified

Definition at line 64 of file MyDamageSystem.cs.

void Sandbox.Game.GameSystems.MyDamageSystem.RaiseDestroyed ( object  target,
MyDamageInformation  info 
)
inline

Raised when an object is destroyed.

Parameters
targetThe target object
infoInformation about the damage

Definition at line 53 of file MyDamageSystem.cs.

void Sandbox.Game.GameSystems.MyDamageSystem.RegisterAfterDamageHandler ( int  priority,
Action< object, MyDamageInformation handler 
)
inline

Registers a handler that is called after an object in game is damaged.

Parameters
priorityPriority level. Lower means higher priority.
handlerActual handler delegate

Implements VRage.Game.ModAPI.IMyDamageSystem.

Definition at line 110 of file MyDamageSystem.cs.

void Sandbox.Game.GameSystems.MyDamageSystem.RegisterBeforeDamageHandler ( int  priority,
BeforeDamageApplied  handler 
)
inline

Registers a handler that is called before an object in game is damaged. The damage can be modified in this handler.

Parameters
priorityPriority level. Lower means higher priority.
handlerActual handler delegate

Implements VRage.Game.ModAPI.IMyDamageSystem.

Definition at line 98 of file MyDamageSystem.cs.

void Sandbox.Game.GameSystems.MyDamageSystem.RegisterDestroyHandler ( int  priority,
Action< object, MyDamageInformation handler 
)
inline

Registers a handler for when an object in game is destroyed.

Parameters
priorityPriority level. Lower means higher priority.
handlerActual handler delegate

Implements VRage.Game.ModAPI.IMyDamageSystem.

Definition at line 86 of file MyDamageSystem.cs.

override void Sandbox.Game.GameSystems.MyDamageSystem.UnloadData ( )
inlineprotectedvirtual

Reimplemented from VRage.Game.Components.MySessionComponentBase.

Definition at line 39 of file MyDamageSystem.cs.

Property Documentation

MyDamageSystem Sandbox.Game.GameSystems.MyDamageSystem.Static
staticget

Definition at line 27 of file MyDamageSystem.cs.


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