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| MyAngleGrinder () |
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override void | Init (MyObjectBuilder_EntityBase objectBuilder) |
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override void | UpdateAfterSimulation () |
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override void | Shoot (MyShootActionEnum action, Vector3 direction, Vector3D?overrideWeaponPos, string gunAction) |
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override void | EndShoot (MyShootActionEnum action) |
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void | PerformCameraShake () |
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Public Member Functions inherited from Sandbox.Game.Weapons.MyEngineerToolBase |
bool | CanBeDrawn () |
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| MyEngineerToolBase (int cooldownMs) |
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void | Init (MyObjectBuilder_EntityBase builder, MyDefinitionId id) |
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void | Init (MyObjectBuilder_EntityBase builder, MyHandItemDefinition definition) |
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MyCubeGrid | GetTargetGrid () |
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override void | OnAddedToScene (object source) |
| Called when [activated] which for entity means that was added to scene. More...
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override void | OnRemovedFromScene (object source) |
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override void | UpdateAfterSimulation () |
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void | UpdateSoundEmitter () |
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void | UpdateSensorPosition () |
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virtual bool | CanShoot (MyShootActionEnum action, long shooter, out MyGunStatusEnum status) |
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virtual void | OnFailShoot (MyGunStatusEnum status) |
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virtual void | OnControlAcquired (MyCharacter owner) |
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virtual void | OnControlReleased () |
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void | DrawHud (IMyCameraController camera, long playerId) |
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Vector3 | DirectionToTarget (Vector3D target) |
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virtual void | BeginFailReaction (MyShootActionEnum action, MyGunStatusEnum status) |
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virtual void | BeginFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status) |
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virtual void | ShootFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status) |
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int | GetAmmunitionAmount () |
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override MyObjectBuilder_EntityBase | GetObjectBuilder (bool copy=false) |
| Gets object builder from object. More...
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void | DebugDraw () |
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void | DebugDrawInvalidTriangles () |
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void | AddDebugRenderComponent (MyDebugRenderComponentBase render) |
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void | ClearDebugRenderComponents () |
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MyEntity | GetTopMostParent (Type type=null) |
| Return top most parent of this entity More...
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virtual List< MyHudEntityParams > | GetHudParams (bool allowBlink) |
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| MyEntity () |
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| MyEntity (bool initComponents=true) |
| Initializes a new instance of the MyEntity class. More...
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void | CreateSync () |
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MyEntitySubpart | GetSubpart (string name) |
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bool | TryGetSubpart (string name, out MyEntitySubpart subpart) |
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virtual void | UpdateOnceBeforeFrame () |
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virtual void | UpdateBeforeSimulation () |
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virtual void | UpdatingStopped () |
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virtual void | UpdateBeforeSimulation10 () |
| Called each 10th frame if registered for update10 More...
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virtual void | UpdateAfterSimulation10 () |
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virtual void | UpdateBeforeSimulation100 () |
| Called each 100th frame if registered for update100 More...
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virtual void | UpdateAfterSimulation100 () |
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virtual string | GetFriendlyName () |
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virtual MatrixD | GetViewMatrix () |
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void | SetSpeedsAccordingToServerValues () |
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virtual void | SetWorldMatrix (MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true) |
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virtual void | DebugDrawPhysics () |
| Draw physical representation of entity More...
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virtual bool | GetIntersectionWithLine (ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) |
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virtual bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES) |
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virtual Vector3D | GetIntersectionWithLineAndBoundingSphere (ref LineD line, float boundingSphereRadiusMultiplier) |
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virtual bool | GetIntersectionWithSphere (ref BoundingSphereD sphere) |
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void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) |
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virtual bool | DoOverlapSphereTest (float sphereRadius, Vector3D spherePos) |
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double | GetSmallestDistanceBetweenCameraAndBoundingSphere () |
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double | GetLargestDistanceBetweenCameraAndBoundingSphere () |
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double | GetDistanceBetweenCameraAndBoundingSphere () |
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double | GetDistanceBetweenPlayerPositionAndBoundingSphere () |
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double | GetDistanceBetweenCameraAndPosition () |
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virtual MyEntity | GetBaseEntity () |
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void | AddToGamePruningStructure () |
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void | RemoveFromGamePruningStructure () |
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void | UpdateGamePruningStructure () |
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void | RaisePhysicsChanged () |
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void | HackyComponentInitByMiroPleaseDontUseEver (MyDefinitionId id) |
| DONT USE THIS METHOD, EVER! More...
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virtual void | Init (StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null) |
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virtual void | RefreshModels (string model, string modelCollision) |
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void | Delete () |
| Every object must have this method, but not every phys object must necessarily have something to cleanup More...
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void | Close () |
| This method marks this entity for close which means, that Close will be called after all entities are updated More...
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virtual void | BeforeSave () |
| Called before method GetObjectBuilder, when saving sector More...
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virtual void | PrepareForDraw () |
| Method is called defacto from Update, preparation fo Draw More...
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virtual void | BeforePaste () |
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virtual void | AfterPaste () |
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void | SetEmissiveParts (string emissiveName, Color emissivePartColor, float emissivity) |
| Sets the emissive value of a specific emissive material on entity. More...
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void | SetEmissivePartsForSubparts (string emissiveName, Color emissivePartColor, float emissivity) |
| Sets the emissive value of a specific emissive material on all entity subparts. More...
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override string | ToString () |
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virtual MyInventoryBase | GetInventoryBase (int index) |
| Search for inventory component with maching index. More...
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MyInventoryBase | GetInventoryBase () |
| Simply get the MyInventoryBase component stored in this entity. More...
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delegate MyObjectBuilder_EntityBase | MyEntityFactoryCreateObjectBuilderDelegate (MyEntity entity) |
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delegate MySyncComponentBase | CreateDefaultSyncEntityDelegate (MyEntity thisEntity) |
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delegate bool | MyWeldingGroupsGroupExistsDelegate (MyEntity entity) |
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virtual void | SerializeControls (BitStream stream) |
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virtual void | DeserializeControls (BitStream stream, bool outOfOrder) |
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virtual void | ApplyLastControls () |
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bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags) |
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void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) |
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MyDefinitionId | DefinitionId = null |
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string | Name |
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bool | DebugAsyncLoading |
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DebugCreatedBy | DebugCreatedBy |
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float | m_massChangeForCollisions = 1f |
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Vector3D | m_serverPosition = new Vector3D() |
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Quaternion | m_serverOrientation = new Quaternion() |
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MatrixD | m_serverWorldMatrix = new MatrixD() |
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Vector3 | m_serverLinearVelocity |
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Vector3 | m_serverAngularVelocity |
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bool | m_positionResetFromServer |
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bool | SentFromServer |
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int | GamePruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED |
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int | TopMostPruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED |
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bool | StaticForPruningStructure = false |
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int | TargetPruningProxyId = MyVRageConstants.PRUNING_PROXY_ID_UNITIALIZED |
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Dictionary< IMyReplicable, Action > | ReadyForReplicationAction = new Dictionary<IMyReplicable, Action>() |
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Static Public Attributes inherited from Sandbox.Game.Weapons.MyEngineerToolBase |
static float | GLARE_SIZE = 0.068f |
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static Action< MyEntity > | AddToGamePruningStructureExtCallBack = null |
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static Action< MyEntity > | RemoveFromGamePruningStructureExtCallBack = null |
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static Action< MyEntity > | UpdateGamePruningStructureExtCallBack = null |
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static MyEntityFactoryCreateObjectBuilderDelegate | MyEntityFactoryCreateObjectBuilderExtCallback = null |
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static CreateDefaultSyncEntityDelegate | CreateDefaultSyncEntityExtCallback |
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static Action< MyEntity > | MyWeldingGroupsAddNodeExtCallback = null |
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static Action< MyEntity > | MyWeldingGroupsRemoveNodeExtCallback = null |
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static Action< MyEntity, List< MyEntity > > | MyWeldingGroupsGetGroupNodesExtCallback = null |
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static MyWeldingGroupsGroupExistsDelegate | MyWeldingGroupsGroupExistsExtCallback = null |
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static Action< MyEntity > | MyProceduralWorldGeneratorTrackEntityExtCallback = null |
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static Action< MyEntity > | CreateStandardRenderComponentsExtCallback = null |
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static Action< MyComponentContainer, MyObjectBuilderType, MyStringHash, MyObjectBuilder_ComponentContainer > | InitComponentsExtCallback = null |
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static Func< MyObjectBuilder_EntityBase, bool, MyEntity > | MyEntitiesCreateFromObjectBuilderExtCallback = null |
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static void | UpdateNamedEmissiveParts (uint renderObjectId, string emissiveName, Color emissivePartColor, float emissivity) |
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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...
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string | EffectId = "Welder" |
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float | EffectScale = 1f |
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bool | HasPrimaryEffect = true |
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bool | HasSecondaryEffect = false |
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MyParticleEffectsIDEnum | SecondaryEffectId = MyParticleEffectsIDEnum.Dummy |
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Vector4 | SecondaryLightColor = new Vector4(0.4f, 0.5f, 1.0f, 1.0f) |
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float | SecondaryLightFalloff = 2 |
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float | SecondaryLightRadius = 7 |
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float | SecondaryLightIntensityLower = 0.4f |
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float | SecondaryLightIntensityUpper = 0.5f |
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float | SecondaryLightGlareSize = GLARE_SIZE |
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int | CurrentEffect = 0 |
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MyEntity3DSoundEmitter | m_soundEmitter |
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MyCharacter | Owner |
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MyToolBase | m_gunBase |
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bool | m_activated |
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MyCasterComponent | m_raycastComponent |
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MyHandItemDefinition | m_handItemDef |
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MyPhysicalItemDefinition | m_physItemDef |
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float | m_speedMultiplier = 1f |
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float | m_distanceMultiplier = 1f |
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List< MyHudEntityParams > | m_hudParams |
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MyModel | m_modelCollision |
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Properties inherited from Sandbox.Game.Weapons.MyEngineerToolBase |
bool | IsDeconstructor [get] |
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int | ToolCooldownMs [get] |
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int | EffectStopMs [get] |
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MyToolBase | GunBase [get] |
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Vector3I | TargetCube [get] |
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bool | HasHitBlock [get] |
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MyResourceSinkComponent | SinkComp [get, set] |
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bool | IsShooting [get] |
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bool | ForceAnimationInsteadOfIK [get] |
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bool | IsBlocking [get] |
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bool | IsPreheated [get] |
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Vector3 | SensorDisplacement [get, set] |
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MyInventory | CharacterInventory [get] |
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MyObjectBuilder_PhysicalGunObject | PhysicalObject [get, protected set] |
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float | BackkickForcePerSecond [get] |
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float | ShakeAmount [get, protected set] |
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bool | HasCubeHighlight [get, set] |
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Color | HighlightColor [get, set] |
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string | HighlightMaterial [get, set] |
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bool | EnabledInWorldRules [get] |
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MyDefinitionId | DefinitionId [get] |
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IMyDestroyableObject | m_targetDestroyable [get, set] |
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MyPhysicalItemDefinition | PhysicalItemDefinition [get] |
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int | CurrentAmmunition [get, set] |
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int | CurrentMagazineAmmunition [get, set] |
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MyEntityComponentContainer | Components [get] |
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MyPositionComponentBase | PositionComp [get, set] |
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MyRenderComponentBase | Render [get, set] |
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MyGameLogicComponent | GameLogic [get, set] |
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long | EntityId [get, set] |
| Entity id, can be set by subclasses (for example when using pool...) More...
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MySyncComponentBase | SyncObject [get, protected set] |
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MyModStorageComponentBase | Storage [get, set] |
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bool | Closed [get, protected set] |
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bool | MarkedForClose [get, protected set] |
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virtual float | MaxGlassDistSq [get] |
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bool | Save [get, set] |
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bool | IsPreview [get, set] |
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bool | IsReadyForReplication [get, set] |
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MyEntityUpdateEnum | NeedsUpdate [get, set] |
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MatrixD | WorldMatrix [get, set] |
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MyEntity | Parent [get] |
| Gets or sets the parent. More...
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MyHierarchyComponent< MyEntity > | Hierarchy [get, set] |
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MyPhysicsComponentBase | Physics [get, set] |
| Gets the physic component of the entity. More...
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bool | InvalidateOnMove [get, set] |
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bool | SyncFlag [get, set] |
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bool | InScene [get, set] |
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virtual bool | IsVolumetric [get] |
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virtual Vector3D | LocationForHudMarker [get] |
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MyModel | Model [get] |
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MyModel | ModelCollision [get] |
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string | DisplayName [get, set] |
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string | DebugName [get] |
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Dictionary< string, MyEntitySubpart > | Subparts [get] |
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virtual bool | IsCCDForProjectiles [get] |
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int | InventoryCount [get] |
| Iterate through inventories and return their count. More...
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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...
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virtual String | DisplayNameText [get, set] |
| Display Name for GUI etc. Override in descendant classes. Usually used to display in terminal or inventory controls. More...
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EntityFlags | Flags [get, set] |
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MyEntityComponentContainer | Components [get] |
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MyPhysicsComponentBase | Physics [get, set] |
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MyPositionComponentBase | PositionComp [get, set] |
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MyRenderComponentBase | Render [get, set] |
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MyEntityComponentBase | GameLogic [get, set] |
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MyHierarchyComponentBase | Hierarchy [get, set] |
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MySyncComponentBase | SyncObject [get] |
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MyModStorageComponentBase | Storage [get, set] |
| Custom storage for mods. Shared with all mods. More...
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EntityFlags | Flags [get, set] |
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long | EntityId [get, set] |
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string | Name [get, set] |
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bool | MarkedForClose [get] |
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bool | Closed [get] |
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bool | DebugAsyncLoading [get] |
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bool | Save [get, set] |
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MyPersistentEntityFlags2 | PersistentFlags [get, set] |
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MyEntityUpdateEnum | NeedsUpdate [get, set] |
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IMyEntity | Parent [get] |
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Matrix | LocalMatrix [get, set] |
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bool | NearFlag [get, set] |
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bool | CastShadows [get, set] |
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bool | FastCastShadowResolve [get, set] |
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bool | NeedsResolveCastShadow [get, set] |
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float | MaxGlassDistSq [get] |
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bool | NeedsDraw [get, set] |
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bool | NeedsDrawFromParent [get, set] |
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bool | Transparent [get, set] |
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bool | ShadowBoxLod [get, set] |
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bool | SkipIfTooSmall [get, set] |
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bool | Visible [get, set] |
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bool | InScene [get, set] |
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bool | InvalidateOnMove [get] |
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new VRageMath.MatrixD | WorldMatrix [get, set] |
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VRageMath.MatrixD | WorldMatrixInvScaled [get] |
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VRageMath.MatrixD | WorldMatrixNormalizedInv [get] |
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bool | IsVolumetric [get] |
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BoundingBox | LocalAABB [get, set] |
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BoundingBox | LocalAABBHr [get] |
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BoundingSphere | LocalVolume [get, set] |
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Vector3 | LocalVolumeOffset [get, set] |
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Vector3 | LocationForHudMarker [get] |
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bool | IsCCDForProjectiles [get] |
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string | DisplayName [get, set] |
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MyEntityComponentContainer | Components [get] |
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long | EntityId [get] |
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VRageMath.BoundingBoxD | WorldAABB [get] |
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VRageMath.BoundingBoxD | WorldAABBHr [get] |
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VRageMath.MatrixD | WorldMatrix [get] |
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VRageMath.BoundingSphereD | WorldVolume [get] |
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VRageMath.BoundingSphereD | WorldVolumeHr [get] |
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Properties inherited from Sandbox.Game.Entities.IMyHandheldGunObject< MyToolBase > |
MyObjectBuilder_PhysicalGunObject | PhysicalObject [get] |
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MyPhysicalItemDefinition | PhysicalItemDefinition [get] |
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bool | ForceAnimationInsteadOfIK [get] |
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bool | IsBlocking [get] |
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int | CurrentAmmunition [get, set] |
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int | CurrentMagazineAmmunition [get, set] |
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Action< MyEntity > | OnMarkForClose |
| This event may not be invoked at all, when calling MyEntities.CloseAll, marking is bypassed More...
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Action< MyEntity > | OnClose |
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Action< MyEntity > | OnClosing |
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Action< MyEntity > | OnPhysicsChanged |
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Action< IMyEntity > | OnClose |
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Action< IMyEntity > | OnClosing |
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Action< IMyEntity > | OnMarkForClose |
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Action< IMyEntity > | OnPhysicsChanged |
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Definition at line 39 of file MyAngleGrinder.cs.