Space Engineers
|
Public Types | |
enum | MyAmmoBaseFlags { MyAmmoBaseFlags.None = 0, MyAmmoBaseFlags.IsLightWeight = 1 << 1, MyAmmoBaseFlags.SkipAcceleration = 1 << 2 } |
Public Member Functions | |
MyAmmoBase () | |
virtual void | Init (MyWeaponPropertiesWrapper weaponProperties, string modelName, bool spherePhysics=true, bool capsulePhysics=false, bool bulletType=false) |
virtual void | Start (Vector3D position, Vector3D initialVelocity, Vector3D direction, long owner) |
override void | UpdateBeforeSimulation () |
Updates resource. More... | |
override void | UpdateAfterSimulation () |
virtual void | Explode () |
virtual void | ExplodeCascade (int level) |
bool | CanBeAffectedByExplosionForce () |
virtual void | OnContactStart (ref MyPhysics.MyContactPointEvent value) |
![]() | |
void | DebugDraw () |
void | DebugDrawInvalidTriangles () |
void | AddDebugRenderComponent (MyDebugRenderComponentBase render) |
void | ClearDebugRenderComponents () |
MyEntity | GetTopMostParent (Type type=null) |
Return top most parent of this entity More... | |
virtual List< MyHudEntityParams > | GetHudParams (bool allowBlink) |
MyEntity () | |
MyEntity (bool initComponents=true) | |
Initializes a new instance of the MyEntity class. More... | |
void | CreateSync () |
MyEntitySubpart | GetSubpart (string name) |
bool | TryGetSubpart (string name, out MyEntitySubpart subpart) |
virtual void | UpdateOnceBeforeFrame () |
virtual void | UpdatingStopped () |
virtual void | UpdateBeforeSimulation10 () |
Called each 10th frame if registered for update10 More... | |
virtual void | UpdateAfterSimulation10 () |
virtual void | UpdateBeforeSimulation100 () |
Called each 100th frame if registered for update100 More... | |
virtual void | UpdateAfterSimulation100 () |
virtual string | GetFriendlyName () |
virtual MatrixD | GetViewMatrix () |
void | SetSpeedsAccordingToServerValues () |
virtual void | SetWorldMatrix (MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true) |
virtual void | DebugDrawPhysics () |
Draw physical representation of entity More... | |
virtual bool | GetIntersectionWithLine (ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) |
virtual bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) |
virtual Vector3D | GetIntersectionWithLineAndBoundingSphere (ref LineD line, float boundingSphereRadiusMultiplier) |
virtual bool | GetIntersectionWithSphere (ref BoundingSphereD sphere) |
void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) |
virtual bool | DoOverlapSphereTest (float sphereRadius, Vector3D spherePos) |
double | GetSmallestDistanceBetweenCameraAndBoundingSphere () |
double | GetLargestDistanceBetweenCameraAndBoundingSphere () |
double | GetDistanceBetweenCameraAndBoundingSphere () |
double | GetDistanceBetweenPlayerPositionAndBoundingSphere () |
double | GetDistanceBetweenCameraAndPosition () |
virtual MyEntity | GetBaseEntity () |
virtual void | OnAddedToScene (object source) |
Called when [activated] which for entity means that was added to scene. More... | |
virtual void | OnRemovedFromScene (object source) |
void | AddToGamePruningStructure () |
void | RemoveFromGamePruningStructure () |
void | UpdateGamePruningStructure () |
void | RaisePhysicsChanged () |
void | HackyComponentInitByMiroPleaseDontUseEver (MyDefinitionId id) |
DONT USE THIS METHOD, EVER! More... | |
virtual void | Init (MyObjectBuilder_EntityBase objectBuilder) |
virtual void | Init (StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null) |
virtual void | RefreshModels (string model, string modelCollision) |
void | Delete () |
Every object must have this method, but not every phys object must necessarily have something to cleanup More... | |
void | Close () |
This method marks this entity for close which means, that Close will be called after all entities are updated More... | |
virtual MyObjectBuilder_EntityBase | GetObjectBuilder (bool copy=false) |
Gets object builder from object. More... | |
virtual void | BeforeSave () |
Called before method GetObjectBuilder, when saving sector More... | |
virtual void | PrepareForDraw () |
Method is called defacto from Update, preparation fo Draw More... | |
virtual void | BeforePaste () |
virtual void | AfterPaste () |
void | SetEmissiveParts (string emissiveName, Color emissivePartColor, float emissivity) |
Sets the emissive value of a specific emissive material on entity. More... | |
void | SetEmissivePartsForSubparts (string emissiveName, Color emissivePartColor, float emissivity) |
Sets the emissive value of a specific emissive material on all entity subparts. More... | |
override string | ToString () |
virtual MyInventoryBase | GetInventoryBase (int index) |
Search for inventory component with maching index. More... | |
MyInventoryBase | GetInventoryBase () |
Simply get the MyInventoryBase component stored in this entity. More... | |
delegate MyObjectBuilder_EntityBase | MyEntityFactoryCreateObjectBuilderDelegate (MyEntity entity) |
delegate MySyncComponentBase | CreateDefaultSyncEntityDelegate (MyEntity thisEntity) |
delegate bool | MyWeldingGroupsGroupExistsDelegate (MyEntity entity) |
virtual void | SerializeControls (BitStream stream) |
virtual void | DeserializeControls (BitStream stream, bool outOfOrder) |
virtual void | ApplyLastControls () |
![]() | |
bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags) |
void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) |
Public Attributes | |
bool | MarkedToDestroy = false |
![]() | |
MyDefinitionId | DefinitionId = null |
string | Name |
bool | DebugAsyncLoading |
DebugCreatedBy | DebugCreatedBy |
float | m_massChangeForCollisions = 1f |
Vector3D | m_serverPosition = new Vector3D() |
Quaternion | m_serverOrientation = new Quaternion() |
MatrixD | m_serverWorldMatrix = new MatrixD() |
Vector3 | m_serverLinearVelocity |
Vector3 | m_serverAngularVelocity |
bool | m_positionResetFromServer |
bool | SentFromServer |
int | GamePruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED |
int | TopMostPruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED |
bool | StaticForPruningStructure = false |
int | TargetPruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED |
Dictionary< IMyReplicable, Action > | ReadyForReplicationAction = new Dictionary<IMyReplicable, Action>() |
Protected Member Functions | |
override void | Closing () |
![]() | |
virtual bool | CanBeAddedToRender () |
virtual MySyncComponentBase | OnCreateSync () |
virtual void | ClampToWorld () |
virtual void | BeforeDelete () |
virtual void | OnInventoryComponentAdded (MyInventoryBase inventory) |
virtual void | OnInventoryComponentRemoved (MyInventoryBase inventory) |
Protected Attributes | |
Vector3D | m_previousPosition |
Vector3D | m_origin |
Vector3D | m_initialVelocity |
int | m_elapsedMiliseconds |
int | m_cascadeExplosionLevel |
MyWeaponDefinition | m_weaponDefinition |
bool | m_canByAffectedByExplosionForce = true |
float | m_ammoOffsetSize = 0.0f |
bool | m_isExploded = false |
![]() | |
List< MyHudEntityParams > | m_hudParams |
MyModel | m_modelCollision |
Properties | |
bool | GuidedInMultiplayer [get, set] |
Need per frame position updates in multiplayer More... | |
int | CascadedExplosionLevel [get] |
int | TimeToActivate [get, set] |
(optional) Time to activate the ammo in milliseconeds, if applicable. Now used only in universal launcher shells, but can be extended to elsewhere. More... | |
new MyPhysicsBody | Physics [get, set] |
![]() | |
MyEntityComponentContainer | Components [get] |
MyPositionComponentBase | PositionComp [get, set] |
MyRenderComponentBase | Render [get, set] |
MyGameLogicComponent | GameLogic [get, set] |
long | EntityId [get, set] |
Entity id, can be set by subclasses (for example when using pool...) More... | |
MySyncComponentBase | SyncObject [get, protected set] |
MyModStorageComponentBase | Storage [get, set] |
bool | Closed [get, protected set] |
bool | MarkedForClose [get, protected set] |
virtual float | MaxGlassDistSq [get] |
bool | Save [get, set] |
bool | IsPreview [get, set] |
bool | IsReadyForReplication [get, set] |
MyEntityUpdateEnum | NeedsUpdate [get, set] |
MatrixD | WorldMatrix [get, set] |
MyEntity | Parent [get] |
Gets or sets the parent. More... | |
MyHierarchyComponent< MyEntity > | Hierarchy [get, set] |
MyPhysicsComponentBase | Physics [get, set] |
Gets the physic component of the entity. More... | |
bool | InvalidateOnMove [get, set] |
bool | SyncFlag [get, set] |
bool | InScene [get, set] |
virtual bool | IsVolumetric [get] |
virtual Vector3D | LocationForHudMarker [get] |
MyModel | Model [get] |
MyModel | ModelCollision [get] |
string | DisplayName [get, set] |
string | DebugName [get] |
Dictionary< string, MyEntitySubpart > | Subparts [get] |
virtual bool | IsCCDForProjectiles [get] |
int | InventoryCount [get] |
Iterate through inventories and return their count. More... | |
bool | HasInventory [get] |
Returns true if this entity has got at least one inventory. Note that one aggregate inventory can contain zero simple inventories => zero will be returned even if GetInventoryBase() != null. More... | |
virtual String | DisplayNameText [get, set] |
Display Name for GUI etc. Override in descendant classes. Usually used to display in terminal or inventory controls. More... | |
EntityFlags | Flags [get, set] |
![]() | |
MyEntityComponentContainer | Components [get] |
MyPhysicsComponentBase | Physics [get, set] |
MyPositionComponentBase | PositionComp [get, set] |
MyRenderComponentBase | Render [get, set] |
MyEntityComponentBase | GameLogic [get, set] |
MyHierarchyComponentBase | Hierarchy [get, set] |
MySyncComponentBase | SyncObject [get] |
MyModStorageComponentBase | Storage [get, set] |
Custom storage for mods. Shared with all mods. More... | |
EntityFlags | Flags [get, set] |
long | EntityId [get, set] |
string | Name [get, set] |
bool | MarkedForClose [get] |
bool | Closed [get] |
bool | DebugAsyncLoading [get] |
bool | Save [get, set] |
MyPersistentEntityFlags2 | PersistentFlags [get, set] |
MyEntityUpdateEnum | NeedsUpdate [get, set] |
IMyEntity | Parent [get] |
Matrix | LocalMatrix [get, set] |
bool | NearFlag [get, set] |
bool | CastShadows [get, set] |
bool | FastCastShadowResolve [get, set] |
bool | NeedsResolveCastShadow [get, set] |
float | MaxGlassDistSq [get] |
bool | NeedsDraw [get, set] |
bool | NeedsDrawFromParent [get, set] |
bool | Transparent [get, set] |
bool | ShadowBoxLod [get, set] |
bool | SkipIfTooSmall [get, set] |
bool | Visible [get, set] |
bool | InScene [get, set] |
bool | InvalidateOnMove [get] |
new VRageMath.MatrixD | WorldMatrix [get, set] |
VRageMath.MatrixD | WorldMatrixInvScaled [get] |
VRageMath.MatrixD | WorldMatrixNormalizedInv [get] |
bool | IsVolumetric [get] |
BoundingBox | LocalAABB [get, set] |
BoundingBox | LocalAABBHr [get] |
BoundingSphere | LocalVolume [get, set] |
Vector3 | LocalVolumeOffset [get, set] |
Vector3 | LocationForHudMarker [get] |
bool | IsCCDForProjectiles [get] |
string | DisplayName [get, set] |
![]() | |
MyEntityComponentContainer | Components [get] |
long | EntityId [get] |
VRageMath.BoundingBoxD | WorldAABB [get] |
VRageMath.BoundingBoxD | WorldAABBHr [get] |
VRageMath.MatrixD | WorldMatrix [get] |
VRageMath.BoundingSphereD | WorldVolume [get] |
VRageMath.BoundingSphereD | WorldVolumeHr [get] |
Definition at line 25 of file MyAmmoBase.cs.
Enumerator | |
---|---|
None | |
IsLightWeight | |
SkipAcceleration |
Definition at line 65 of file MyAmmoBase.cs.
|
inline |
Definition at line 72 of file MyAmmoBase.cs.
|
inline |
Definition at line 195 of file MyAmmoBase.cs.
|
inlineprotectedvirtual |
Reimplemented from VRage.Game.Entity.MyEntity.
Reimplemented in Sandbox.Game.Weapons.MyMissile.
Definition at line 200 of file MyAmmoBase.cs.
|
inlinevirtual |
Reimplemented in Sandbox.Game.Weapons.MyMissile.
Definition at line 176 of file MyAmmoBase.cs.
|
inlinevirtual |
Definition at line 189 of file MyAmmoBase.cs.
|
inlinevirtual |
Definition at line 78 of file MyAmmoBase.cs.
|
inlinevirtual |
Reimplemented in Sandbox.Game.Weapons.MyMissile.
Definition at line 213 of file MyAmmoBase.cs.
|
inlinevirtual |
Reimplemented in Sandbox.Game.Weapons.MyMissile.
Definition at line 119 of file MyAmmoBase.cs.
|
inlinevirtual |
Reimplemented from VRage.Game.Entity.MyEntity.
Reimplemented in Sandbox.Game.Weapons.MyMissile.
Definition at line 171 of file MyAmmoBase.cs.
|
inlinevirtual |
Updates resource.
Reimplemented from VRage.Game.Entity.MyEntity.
Reimplemented in Sandbox.Game.Weapons.MyMissile.
Definition at line 163 of file MyAmmoBase.cs.
|
protected |
Definition at line 39 of file MyAmmoBase.cs.
|
protected |
Definition at line 36 of file MyAmmoBase.cs.
|
protected |
Definition at line 34 of file MyAmmoBase.cs.
|
protected |
Definition at line 33 of file MyAmmoBase.cs.
|
protected |
Definition at line 32 of file MyAmmoBase.cs.
|
protected |
Definition at line 41 of file MyAmmoBase.cs.
|
protected |
Definition at line 31 of file MyAmmoBase.cs.
|
protected |
Definition at line 30 of file MyAmmoBase.cs.
|
protected |
Definition at line 35 of file MyAmmoBase.cs.
bool Sandbox.Game.Weapons.MyAmmoBase.MarkedToDestroy = false |
Definition at line 50 of file MyAmmoBase.cs.
|
get |
Definition at line 48 of file MyAmmoBase.cs.
|
getset |
Need per frame position updates in multiplayer
Definition at line 46 of file MyAmmoBase.cs.
|
getset |
Definition at line 59 of file MyAmmoBase.cs.
|
getset |
(optional) Time to activate the ammo in milliseconeds, if applicable. Now used only in universal launcher shells, but can be extended to elsewhere.
Definition at line 56 of file MyAmmoBase.cs.