Space Engineers
|
System designed to propagate highlights over the network. The replication happens only for server calls. Client side cannot ask for highlights on other clients. More...
Classes | |
struct | MyHighlightData |
Public Member Functions | |
MyHighlightSystem () | |
void | RequestHighlightChange (MyHighlightData data) |
Requests highlight from render proxy. The call is handled localy for default player id. Only server can use the player id to propagate the Highlight calls to clients. More... | |
void | RequestHighlightChangeExclusive (MyHighlightData data, int exclusiveKey=-1) |
Requests Exclusive highlight from render proxy. The call is handled localy for default player id. Only server can use the player id to propagate the Highlight calls to clients. Uses Exclusive key as lock accessor. Can be obtained from ExclusiveHighlightAccepted event. More... | |
bool | IsHighlighted (long entityId) |
Determines whenever is the entity highlighted by the system or not. More... | |
bool | IsReserved (long entityId) |
Is the entity locked for highlights by the system? 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 | LoadData () |
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 () |
Events | |
Action< MyHighlightData > | HighlightRejected |
Action< MyHighlightData > | HighlightAccepted |
Action< MyHighlightData, int > | ExclusiveHighlightRejected |
Action< MyHighlightData, int > | ExclusiveHighlightAccepted |
Additional Inherited Members | |
Public Attributes inherited from VRage.Game.Components.MySessionComponentBase | |
readonly string | DebugName |
readonly int | Priority |
readonly Type | ComponentType |
IMySession | Session |
Protected Member Functions inherited from VRage.Game.Components.MySessionComponentBase | |
virtual void | UnloadData () |
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... | |
System designed to propagate highlights over the network. The replication happens only for server calls. Client side cannot ask for highlights on other clients.
Definition at line 26 of file MyHighlightSystem.cs.
|
inline |
Definition at line 117 of file MyHighlightSystem.cs.
|
inline |
Determines whenever is the entity highlighted by the system or not.
entityId | Id of entity. |
Definition at line 156 of file MyHighlightSystem.cs.
|
inline |
Is the entity locked for highlights by the system?
entityId | Id of the entity. |
Definition at line 166 of file MyHighlightSystem.cs.
|
inline |
Requests highlight from render proxy. The call is handled localy for default player id. Only server can use the player id to propagate the Highlight calls to clients.
data | Highlight data wrapper. |
playerId | Player Identity Id. |
Definition at line 126 of file MyHighlightSystem.cs.
|
inline |
Requests Exclusive highlight from render proxy. The call is handled localy for default player id. Only server can use the player id to propagate the Highlight calls to clients. Uses Exclusive key as lock accessor. Can be obtained from ExclusiveHighlightAccepted event.
data | Highlight data wrapper. |
exclusiveKey | Exclusive key. |
playerId | Player Identity Id. |
Definition at line 143 of file MyHighlightSystem.cs.
Action<MyHighlightData,int> Sandbox.Game.SessionComponents.MyHighlightSystem.ExclusiveHighlightAccepted |
Definition at line 114 of file MyHighlightSystem.cs.
Action<MyHighlightData,int> Sandbox.Game.SessionComponents.MyHighlightSystem.ExclusiveHighlightRejected |
Definition at line 113 of file MyHighlightSystem.cs.
Action<MyHighlightData> Sandbox.Game.SessionComponents.MyHighlightSystem.HighlightAccepted |
Definition at line 112 of file MyHighlightSystem.cs.
Action<MyHighlightData> Sandbox.Game.SessionComponents.MyHighlightSystem.HighlightRejected |
Definition at line 111 of file MyHighlightSystem.cs.