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static void | AppendReachableEndpoints (IMyConveyorEndpoint source, long playerId, List< IMyConveyorEndpoint > reachable, MyPhysicalInventoryItem item, Predicate< IMyConveyorEndpoint > endpointFilter=null) |
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static bool | PullAllRequest (IMyConveyorEndpointBlock start, MyInventory destinationInventory, long playerId, MyInventoryConstraint requestedTypeIds) |
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static bool | PullAllRequest (IMyConveyorEndpointBlock start, MyInventory destinationInventory, long playerId, MyObjectBuilderType?typeId=null) |
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static bool | PullAllRequest (IMyConveyorEndpointBlock start, MyInventory destinationInventory, long playerId, bool all) |
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static void | PrepareTraversal (IMyConveyorEndpoint startingVertex, Predicate< IMyConveyorEndpoint > vertexFilter=null, Predicate< IMyConveyorEndpoint > vertexTraversable=null, Predicate< IMyPathEdge< IMyConveyorEndpoint >> edgeTraversable=null) |
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static MyFixedPoint | ItemPullRequest (IMyConveyorEndpointBlock start, MyInventory destinationInventory, long playerId, MyDefinitionId itemId, MyFixedPoint?amount=null, bool remove=false) |
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static MyFixedPoint | ConveyorSystemItemAmount (IMyConveyorEndpointBlock start, MyInventory destinationInventory, long playerId, MyDefinitionId itemId) |
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static void | PushAnyRequest (IMyConveyorEndpointBlock start, MyInventory srcInventory, long playerId) |
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static bool | ItemPushRequest (IMyConveyorEndpointBlock start, MyInventory srcInventory, long playerId, MyPhysicalInventoryItem toSend, MyFixedPoint?amount=null) |
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static void | RecomputeMappingForBlock (IMyConveyorEndpointBlock processedBlock) |
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static void | FindReachable (IMyConveyorEndpoint from, List< IMyConveyorEndpoint > reachableVertices, Predicate< IMyConveyorEndpoint > vertexFilter=null, Predicate< IMyConveyorEndpoint > vertexTraversable=null, Predicate< IMyPathEdge< IMyConveyorEndpoint >> edgeTraversable=null) |
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static bool | Reachable (IMyConveyorEndpoint from, IMyConveyorEndpoint to) |
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Definition at line 31 of file MyGridConveyorSystem.cs.
Sandbox.Game.GameSystems.MyGridConveyorSystem.MyGridConveyorSystem |
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MyCubeGrid |
grid | ) |
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inline |
void Sandbox.Game.GameSystems.MyGridConveyorSystem.Add |
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MyCubeBlock |
block | ) |
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inline |
void Sandbox.Game.GameSystems.MyGridConveyorSystem.AfterBlockDeserialization |
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inline |
void Sandbox.Game.GameSystems.MyGridConveyorSystem.AfterGridClose |
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inline |
float Sandbox.Game.GameSystems.MyGridConveyorSystem.CalculateConsumption |
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inline |
void Sandbox.Game.GameSystems.MyGridConveyorSystem.DebugDraw |
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MyCubeGrid |
grid | ) |
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inline |
void Sandbox.Game.GameSystems.MyGridConveyorSystem.DebugDrawLinePackets |
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inline |
void Sandbox.Game.GameSystems.MyGridConveyorSystem.FlagForRecomputation |
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void Sandbox.Game.GameSystems.MyGridConveyorSystem.PrepareForDraw |
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inline |
static void Sandbox.Game.GameSystems.MyGridConveyorSystem.RecomputeMappingForBlock |
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IMyConveyorEndpointBlock |
processedBlock | ) |
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inlinestatic |
void Sandbox.Game.GameSystems.MyGridConveyorSystem.Remove |
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MyCubeBlock |
block | ) |
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inline |
void Sandbox.Game.GameSystems.MyGridConveyorSystem.ToggleConnectors |
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inline |
void Sandbox.Game.GameSystems.MyGridConveyorSystem.UpdateAfterSimulation100 |
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void Sandbox.Game.GameSystems.MyGridConveyorSystem.UpdateBeforeSimulation |
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void Sandbox.Game.GameSystems.MyGridConveyorSystem.UpdateBeforeSimulation10 |
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inline |
MyStringId Sandbox.Game.GameSystems.MyGridConveyorSystem.HudMessage = MyStringId.NullOrEmpty |
bool Sandbox.Game.GameSystems.MyGridConveyorSystem.IsClosing = false |
bool Sandbox.Game.GameSystems.MyGridConveyorSystem.Connected |
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get |
bool Sandbox.Game.GameSystems.MyGridConveyorSystem.IsInteractionPossible |
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get |
Action<MyCubeBlock> Sandbox.Game.GameSystems.MyGridConveyorSystem.BlockAdded |
Action<MyCubeBlock> Sandbox.Game.GameSystems.MyGridConveyorSystem.BlockRemoved |
The documentation for this class was generated from the following file: