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Sandbox.Game.SessionComponents.MyHighlightSystem Class Reference

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...

Inheritance diagram for Sandbox.Game.SessionComponents.MyHighlightSystem:
VRage.Game.Components.MySessionComponentBase VRage.Game.Components.Interfaces.IMyUserInputComponent

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< MyHighlightDataHighlightRejected
 
Action< MyHighlightDataHighlightAccepted
 
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...
 

Detailed Description

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.

Constructor & Destructor Documentation

Sandbox.Game.SessionComponents.MyHighlightSystem.MyHighlightSystem ( )
inline

Definition at line 117 of file MyHighlightSystem.cs.

Member Function Documentation

bool Sandbox.Game.SessionComponents.MyHighlightSystem.IsHighlighted ( long  entityId)
inline

Determines whenever is the entity highlighted by the system or not.

Parameters
entityIdId of entity.
Returns
Highlighted.

Definition at line 156 of file MyHighlightSystem.cs.

bool Sandbox.Game.SessionComponents.MyHighlightSystem.IsReserved ( long  entityId)
inline

Is the entity locked for highlights by the system?

Parameters
entityIdId of the entity.
Returns
Reserved value.

Definition at line 166 of file MyHighlightSystem.cs.

void Sandbox.Game.SessionComponents.MyHighlightSystem.RequestHighlightChange ( MyHighlightData  data)
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.

Parameters
dataHighlight data wrapper.
playerIdPlayer Identity Id.

Definition at line 126 of file MyHighlightSystem.cs.

void Sandbox.Game.SessionComponents.MyHighlightSystem.RequestHighlightChangeExclusive ( MyHighlightData  data,
int  exclusiveKey = -1 
)
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.

Parameters
dataHighlight data wrapper.
exclusiveKeyExclusive key.
playerIdPlayer Identity Id.

Definition at line 143 of file MyHighlightSystem.cs.

Event Documentation

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.


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