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

Handles client-side reactions to hits (change in crosshair color, hit sounds, etc...). Also handles sending the hit messages on the server so that clients can react on them. More...

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

Public Member Functions

override void LoadData ()
 
- 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

override bool IsRequiredByGame [get]
 
override Type[] Dependencies [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

Handles client-side reactions to hits (change in crosshair color, hit sounds, etc...). Also handles sending the hit messages on the server so that clients can react on them.

CH: TODO: The logic of how the game will react to the hits should be defined somewhere and not hardcoded But please think about this before doint it and don't put it into MyPerGameSettings, as it's already full of terrible stuff!

Definition at line 29 of file MyHitReportingComponent.cs.

Member Function Documentation

override void Sandbox.Game.SessionComponents.MyHitReportingComponent.LoadData ( )
inlinevirtual

Reimplemented from VRage.Game.Components.MySessionComponentBase.

Definition at line 61 of file MyHitReportingComponent.cs.

override void Sandbox.Game.SessionComponents.MyHitReportingComponent.UnloadData ( )
inlineprotectedvirtual

Reimplemented from VRage.Game.Components.MySessionComponentBase.

Definition at line 73 of file MyHitReportingComponent.cs.

Property Documentation

override Type [] Sandbox.Game.SessionComponents.MyHitReportingComponent.Dependencies
get

Definition at line 54 of file MyHitReportingComponent.cs.

override bool Sandbox.Game.SessionComponents.MyHitReportingComponent.IsRequiredByGame
get

Definition at line 46 of file MyHitReportingComponent.cs.


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