Space Engineers
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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...
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 |
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.
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inlinevirtual |
Reimplemented from VRage.Game.Components.MySessionComponentBase.
Definition at line 61 of file MyHitReportingComponent.cs.
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inlineprotectedvirtual |
Reimplemented from VRage.Game.Components.MySessionComponentBase.
Definition at line 73 of file MyHitReportingComponent.cs.
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get |
Definition at line 54 of file MyHitReportingComponent.cs.
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get |
Definition at line 46 of file MyHitReportingComponent.cs.