Space Engineers
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This session component has all damage routed through it. This allows damage tracking, nullification, mitigation and amplification. More...
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 |
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.
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inlinevirtual |
Reimplemented from VRage.Game.Components.MySessionComponentBase.
Definition at line 33 of file MyDamageSystem.cs.
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inline |
Raised after damage is applied
target | The target object |
info | Information about the damage |
Definition at line 75 of file MyDamageSystem.cs.
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inline |
Raised before damage is applied. Can be modified.
target | The target object |
info | Information about the damage. Can be modified |
Definition at line 64 of file MyDamageSystem.cs.
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inline |
Raised when an object is destroyed.
target | The target object |
info | Information about the damage |
Definition at line 53 of file MyDamageSystem.cs.
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inline |
Registers a handler that is called after an object in game is damaged.
priority | Priority level. Lower means higher priority. |
handler | Actual handler delegate |
Implements VRage.Game.ModAPI.IMyDamageSystem.
Definition at line 110 of file MyDamageSystem.cs.
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inline |
Registers a handler that is called before an object in game is damaged. The damage can be modified in this handler.
priority | Priority level. Lower means higher priority. |
handler | Actual handler delegate |
Implements VRage.Game.ModAPI.IMyDamageSystem.
Definition at line 98 of file MyDamageSystem.cs.
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inline |
Registers a handler for when an object in game is destroyed.
priority | Priority level. Lower means higher priority. |
handler | Actual handler delegate |
Implements VRage.Game.ModAPI.IMyDamageSystem.
Definition at line 86 of file MyDamageSystem.cs.
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inlineprotectedvirtual |
Reimplemented from VRage.Game.Components.MySessionComponentBase.
Definition at line 39 of file MyDamageSystem.cs.
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staticget |
Definition at line 27 of file MyDamageSystem.cs.