Space Engineers
Public Member Functions | Protected Member Functions | List of all members
Sandbox.Game.Weapons.MyAngleGrinder Class Reference
Inheritance diagram for Sandbox.Game.Weapons.MyAngleGrinder:
Sandbox.Game.Weapons.MyEngineerToolBase Sandbox.ModAPI.Weapons.IMyAngleGrinder VRage.Game.Entity.MyEntity Sandbox.Game.Entities.IMyHandheldGunObject< MyToolBase > Sandbox.ModAPI.Weapons.IMyEngineerToolBase VRage.ModAPI.IMyEntity Sandbox.ModAPI.Weapons.IMyEngineerToolBase VRage.ModAPI.IMyEntity VRage.ModAPI.IMyEntity Sandbox.Game.Entities.IMyHandheldGunObject< MyToolBase > VRage.Game.ModAPI.Ingame.IMyEntity VRage.ModAPI.IMyEntity Sandbox.Game.Entities.IMyHandheldGunObject< MyToolBase > VRage.Game.ModAPI.Ingame.IMyEntity VRage.Game.ModAPI.Ingame.IMyEntity VRage.Game.ModAPI.Ingame.IMyEntity

Public Member Functions

 MyAngleGrinder ()
 
override void Init (MyObjectBuilder_EntityBase objectBuilder)
 
override void UpdateAfterSimulation ()
 
override void Shoot (MyShootActionEnum action, Vector3 direction, Vector3D?overrideWeaponPos, string gunAction)
 
override void EndShoot (MyShootActionEnum action)
 
void PerformCameraShake ()
 
- Public Member Functions inherited from Sandbox.Game.Weapons.MyEngineerToolBase
bool CanBeDrawn ()
 
 MyEngineerToolBase (int cooldownMs)
 
void Init (MyObjectBuilder_EntityBase builder, MyDefinitionId id)
 
void Init (MyObjectBuilder_EntityBase builder, MyHandItemDefinition definition)
 
MyCubeGrid GetTargetGrid ()
 
override void OnAddedToScene (object source)
 Called when [activated] which for entity means that was added to scene. More...
 
override void OnRemovedFromScene (object source)
 
override void UpdateAfterSimulation ()
 
void UpdateSoundEmitter ()
 
void UpdateSensorPosition ()
 
virtual bool CanShoot (MyShootActionEnum action, long shooter, out MyGunStatusEnum status)
 
virtual void OnFailShoot (MyGunStatusEnum status)
 
virtual void OnControlAcquired (MyCharacter owner)
 
virtual void OnControlReleased ()
 
void DrawHud (IMyCameraController camera, long playerId)
 
Vector3 DirectionToTarget (Vector3D target)
 
virtual void BeginFailReaction (MyShootActionEnum action, MyGunStatusEnum status)
 
virtual void BeginFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status)
 
virtual void ShootFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status)
 
int GetAmmunitionAmount ()
 
override MyObjectBuilder_EntityBase GetObjectBuilder (bool copy=false)
 Gets object builder from object. More...
 
- Public Member Functions inherited from VRage.Game.Entity.MyEntity
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< MyHudEntityParamsGetHudParams (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 UpdateBeforeSimulation ()
 
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 ()
 
void AddToGamePruningStructure ()
 
void RemoveFromGamePruningStructure ()
 
void UpdateGamePruningStructure ()
 
void RaisePhysicsChanged ()
 
void HackyComponentInitByMiroPleaseDontUseEver (MyDefinitionId id)
 DONT USE THIS METHOD, EVER! More...
 
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 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 ()
 
- Public Member Functions inherited from VRage.ModAPI.IMyEntity
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)
 

Protected Member Functions

override void AddHudInfo ()
 
override void RemoveHudInfo ()
 
override MatrixD GetEffectMatrix (float muzzleOffset)
 
override void StartLoopSound (bool effect)
 
override void StopLoopSound ()
 
override void StopSound ()
 
- Protected Member Functions inherited from Sandbox.Game.Weapons.MyEngineerToolBase
virtual bool ShouldBePowered ()
 
float CalculateRequiredPower ()
 
IMyDestroyableObject GetTargetDestroyable ()
 
MySlimBlock GetTargetBlock ()
 Action distance is taken into account More...
 
bool ReachesCube ()
 
virtual MyLight CreatePrimaryLight ()
 
virtual MyLight CreateSecondaryLight ()
 
override void Closing ()
 
virtual void DrawHud ()
 
void UnmarkMissingComponent ()
 
void MarkMissingComponent (int componentIdx)
 
- Protected Member Functions inherited from VRage.Game.Entity.MyEntity
virtual bool CanBeAddedToRender ()
 
virtual MySyncComponentBase OnCreateSync ()
 
virtual void ClampToWorld ()
 
virtual void BeforeDelete ()
 
virtual void OnInventoryComponentAdded (MyInventoryBase inventory)
 
virtual void OnInventoryComponentRemoved (MyInventoryBase inventory)
 

Additional Inherited Members

- Public Attributes inherited from VRage.Game.Entity.MyEntity
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>()
 
- Static Public Attributes inherited from Sandbox.Game.Weapons.MyEngineerToolBase
static float GLARE_SIZE = 0.068f
 
- Static Public Attributes inherited from VRage.Game.Entity.MyEntity
static Action< MyEntityAddToGamePruningStructureExtCallBack = null
 
static Action< MyEntityRemoveFromGamePruningStructureExtCallBack = null
 
static Action< MyEntityUpdateGamePruningStructureExtCallBack = null
 
static MyEntityFactoryCreateObjectBuilderDelegate MyEntityFactoryCreateObjectBuilderExtCallback = null
 
static CreateDefaultSyncEntityDelegate CreateDefaultSyncEntityExtCallback
 
static Action< MyEntityMyWeldingGroupsAddNodeExtCallback = null
 
static Action< MyEntityMyWeldingGroupsRemoveNodeExtCallback = null
 
static Action< MyEntity, List< MyEntity > > MyWeldingGroupsGetGroupNodesExtCallback = null
 
static MyWeldingGroupsGroupExistsDelegate MyWeldingGroupsGroupExistsExtCallback = null
 
static Action< MyEntityMyProceduralWorldGeneratorTrackEntityExtCallback = null
 
static Action< MyEntityCreateStandardRenderComponentsExtCallback = null
 
static Action< MyComponentContainer, MyObjectBuilderType, MyStringHash, MyObjectBuilder_ComponentContainerInitComponentsExtCallback = null
 
static Func< MyObjectBuilder_EntityBase, bool, MyEntityMyEntitiesCreateFromObjectBuilderExtCallback = null
 
- Static Protected Member Functions inherited from VRage.Game.Entity.MyEntity
static void UpdateNamedEmissiveParts (uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity)
 
- Protected Attributes inherited from Sandbox.Game.Weapons.MyEngineerToolBase
float DEFAULT_REACH_DISTANCE = 1.8f
 Default reach distance of a tool. It is modified by "distance modifier" defined in definition of a tool. More...
 
string EffectId = "Welder"
 
float EffectScale = 1f
 
bool HasPrimaryEffect = true
 
bool HasSecondaryEffect = false
 
MyParticleEffectsIDEnum SecondaryEffectId = MyParticleEffectsIDEnum.Dummy
 
Vector4 SecondaryLightColor = new Vector4(0.4f, 0.5f, 1.0f, 1.0f)
 
float SecondaryLightFalloff = 2
 
float SecondaryLightRadius = 7
 
float SecondaryLightIntensityLower = 0.4f
 
float SecondaryLightIntensityUpper = 0.5f
 
float SecondaryLightGlareSize = GLARE_SIZE
 
int CurrentEffect = 0
 
MyEntity3DSoundEmitter m_soundEmitter
 
MyCharacter Owner
 
MyToolBase m_gunBase
 
bool m_activated
 
MyCasterComponent m_raycastComponent
 
MyHandItemDefinition m_handItemDef
 
MyPhysicalItemDefinition m_physItemDef
 
float m_speedMultiplier = 1f
 
float m_distanceMultiplier = 1f
 
- Protected Attributes inherited from VRage.Game.Entity.MyEntity
List< MyHudEntityParamsm_hudParams
 
MyModel m_modelCollision
 
- Properties inherited from Sandbox.Game.Weapons.MyEngineerToolBase
bool IsDeconstructor [get]
 
int ToolCooldownMs [get]
 
int EffectStopMs [get]
 
MyToolBase GunBase [get]
 
Vector3I TargetCube [get]
 
bool HasHitBlock [get]
 
MyResourceSinkComponent SinkComp [get, set]
 
bool IsShooting [get]
 
bool ForceAnimationInsteadOfIK [get]
 
bool IsBlocking [get]
 
bool IsPreheated [get]
 
Vector3 SensorDisplacement [get, set]
 
MyInventory CharacterInventory [get]
 
MyObjectBuilder_PhysicalGunObject PhysicalObject [get, protected set]
 
float BackkickForcePerSecond [get]
 
float ShakeAmount [get, protected set]
 
bool HasCubeHighlight [get, set]
 
Color HighlightColor [get, set]
 
string HighlightMaterial [get, set]
 
bool EnabledInWorldRules [get]
 
MyDefinitionId DefinitionId [get]
 
IMyDestroyableObject m_targetDestroyable [get, set]
 
MyPhysicalItemDefinition PhysicalItemDefinition [get]
 
int CurrentAmmunition [get, set]
 
int CurrentMagazineAmmunition [get, set]
 
- Properties inherited from VRage.Game.Entity.MyEntity
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< MyEntityHierarchy [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, MyEntitySubpartSubparts [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]
 
- Properties inherited from VRage.ModAPI.IMyEntity
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]
 
- Properties inherited from VRage.Game.ModAPI.Ingame.IMyEntity
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]
 
- Properties inherited from Sandbox.Game.Entities.IMyHandheldGunObject< MyToolBase >
MyObjectBuilder_PhysicalGunObject PhysicalObject [get]
 
MyPhysicalItemDefinition PhysicalItemDefinition [get]
 
bool ForceAnimationInsteadOfIK [get]
 
bool IsBlocking [get]
 
int CurrentAmmunition [get, set]
 
int CurrentMagazineAmmunition [get, set]
 
- Events inherited from VRage.Game.Entity.MyEntity
Action< MyEntityOnMarkForClose
 This event may not be invoked at all, when calling MyEntities.CloseAll, marking is bypassed More...
 
Action< MyEntityOnClose
 
Action< MyEntityOnClosing
 
Action< MyEntityOnPhysicsChanged
 
- Events inherited from VRage.ModAPI.IMyEntity
Action< IMyEntityOnClose
 
Action< IMyEntityOnClosing
 
Action< IMyEntityOnMarkForClose
 
Action< IMyEntityOnPhysicsChanged
 

Detailed Description

Definition at line 39 of file MyAngleGrinder.cs.

Constructor & Destructor Documentation

Sandbox.Game.Weapons.MyAngleGrinder.MyAngleGrinder ( )
inline

Definition at line 64 of file MyAngleGrinder.cs.

Member Function Documentation

override void Sandbox.Game.Weapons.MyAngleGrinder.AddHudInfo ( )
inlineprotectedvirtual

Implements Sandbox.Game.Weapons.MyEngineerToolBase.

Definition at line 160 of file MyAngleGrinder.cs.

override void Sandbox.Game.Weapons.MyAngleGrinder.EndShoot ( MyShootActionEnum  action)
inlinevirtual

Reimplemented from Sandbox.Game.Weapons.MyEngineerToolBase.

Definition at line 174 of file MyAngleGrinder.cs.

override MatrixD Sandbox.Game.Weapons.MyAngleGrinder.GetEffectMatrix ( float  muzzleOffset)
inlineprotectedvirtual

Reimplemented from Sandbox.Game.Weapons.MyEngineerToolBase.

Definition at line 180 of file MyAngleGrinder.cs.

override void Sandbox.Game.Weapons.MyAngleGrinder.Init ( MyObjectBuilder_EntityBase  objectBuilder)
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 80 of file MyAngleGrinder.cs.

void Sandbox.Game.Weapons.MyAngleGrinder.PerformCameraShake ( )
inline

Definition at line 321 of file MyAngleGrinder.cs.

override void Sandbox.Game.Weapons.MyAngleGrinder.RemoveHudInfo ( )
inlineprotectedvirtual

Implements Sandbox.Game.Weapons.MyEngineerToolBase.

Definition at line 169 of file MyAngleGrinder.cs.

override void Sandbox.Game.Weapons.MyAngleGrinder.Shoot ( MyShootActionEnum  action,
Vector3  direction,
Vector3D overrideWeaponPos,
string  gunAction 
)
inlinevirtual

Reimplemented from Sandbox.Game.Weapons.MyEngineerToolBase.

Definition at line 147 of file MyAngleGrinder.cs.

override void Sandbox.Game.Weapons.MyAngleGrinder.StartLoopSound ( bool  effect)
inlineprotectedvirtual

Reimplemented from Sandbox.Game.Weapons.MyEngineerToolBase.

Definition at line 301 of file MyAngleGrinder.cs.

override void Sandbox.Game.Weapons.MyAngleGrinder.StopLoopSound ( )
inlineprotectedvirtual

Reimplemented from Sandbox.Game.Weapons.MyEngineerToolBase.

Definition at line 310 of file MyAngleGrinder.cs.

override void Sandbox.Game.Weapons.MyAngleGrinder.StopSound ( )
inlineprotectedvirtual

Reimplemented from Sandbox.Game.Weapons.MyEngineerToolBase.

Definition at line 315 of file MyAngleGrinder.cs.

override void Sandbox.Game.Weapons.MyAngleGrinder.UpdateAfterSimulation ( )
inlinevirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 116 of file MyAngleGrinder.cs.


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