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

Public Member Functions

 MyHandDrill ()
 
override void Init (MyObjectBuilder_EntityBase objectBuilder)
 
bool CanShoot (MyShootActionEnum action, long shooter, out MyGunStatusEnum status)
 
void Shoot (MyShootActionEnum action, Vector3 direction, Vector3D?overrideWeaponPos, string gunAction)
 
void EndShoot (MyShootActionEnum action)
 
override void UpdateAfterSimulation ()
 
void WorldPositionChanged (object source)
 
void OnControlAcquired (MyCharacter owner)
 
void OnControlReleased ()
 
void DrawHud (IMyCameraController camera, long playerId)
 
override void UpdateBeforeSimulation100 ()
 Called each 100th frame if registered for update100 More...
 
void UpdateSoundEmitter ()
 
Vector3 DirectionToTarget (Vector3D target)
 
void BeginFailReaction (MyShootActionEnum action, MyGunStatusEnum status)
 
void BeginFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status)
 
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 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 (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 Closing ()
 
- 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)
 

Properties

MyResourceSinkComponent SinkComp [get, set]
 
float BackkickForcePerSecond [get]
 
float ShakeAmount [get, protected set]
 
MyCharacter Owner [get]
 
bool EnabledInWorldRules [get]
 
MyObjectBuilder_PhysicalGunObject PhysicalObject [get]
 
bool IsShooting [get]
 
bool ForceAnimationInsteadOfIK [get]
 
bool IsBlocking [get]
 
int ShootDirectionUpdateTime [get]
 
MyDefinitionId DefinitionId [get]
 
MyToolBase GunBase [get]
 
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]
 
- Properties inherited from Sandbox.Game.Entities.IMyGunBaseUser
MyEntity[] IgnoreEntities [get]
 
MyEntity Weapon [get]
 
MyEntity Owner [get]
 
IMyMissileGunObject Launcher [get]
 
MyInventory AmmoInventory [get]
 The inventory in which the weapon searches for additional ammo More...
 
MyDefinitionId PhysicalItemId [get]
 The physical item that is being searched for in the weapon inventory. Can be ignored if WeaponInventory is null More...
 
MyInventory WeaponInventory [get]
 The inventory in which the weapon searches for it's object builder (e.g. an automatic rifle in character's inventory) Can be null if the object builder is not to be searched More...
 
long OwnerId [get]
 
String ConstraintDisplayName [get]
 

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 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 VRage.Game.Entity.MyEntity
List< MyHudEntityParamsm_hudParams
 
MyModel m_modelCollision
 
- 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 36 of file MyHandDrill.cs.

Constructor & Destructor Documentation

Sandbox.Game.Weapons.MyHandDrill.MyHandDrill ( )
inline

Definition at line 113 of file MyHandDrill.cs.

Member Function Documentation

void Sandbox.Game.Weapons.MyHandDrill.BeginFailReaction ( MyShootActionEnum  action,
MyGunStatusEnum  status 
)
inline

Definition at line 423 of file MyHandDrill.cs.

void Sandbox.Game.Weapons.MyHandDrill.BeginFailReactionLocal ( MyShootActionEnum  action,
MyGunStatusEnum  status 
)
inline

Definition at line 426 of file MyHandDrill.cs.

bool Sandbox.Game.Weapons.MyHandDrill.CanShoot ( MyShootActionEnum  action,
long  shooter,
out MyGunStatusEnum  status 
)
inline

Definition at line 185 of file MyHandDrill.cs.

override void Sandbox.Game.Weapons.MyHandDrill.Closing ( )
inlineprotectedvirtual

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 345 of file MyHandDrill.cs.

Vector3 Sandbox.Game.Weapons.MyHandDrill.DirectionToTarget ( Vector3D  target)
inline

Definition at line 418 of file MyHandDrill.cs.

void Sandbox.Game.Weapons.MyHandDrill.DrawHud ( IMyCameraController  camera,
long  playerId 
)
inline

Definition at line 388 of file MyHandDrill.cs.

void Sandbox.Game.Weapons.MyHandDrill.EndShoot ( MyShootActionEnum  action)
inline

Definition at line 211 of file MyHandDrill.cs.

int Sandbox.Game.Weapons.MyHandDrill.GetAmmunitionAmount ( )
inline

Definition at line 432 of file MyHandDrill.cs.

override MyObjectBuilder_EntityBase Sandbox.Game.Weapons.MyHandDrill.GetObjectBuilder ( bool  copy = false)
inlinevirtual

Gets object builder from object.

Returns

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 450 of file MyHandDrill.cs.

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

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 119 of file MyHandDrill.cs.

void Sandbox.Game.Weapons.MyHandDrill.OnControlAcquired ( MyCharacter  owner)
inline

Definition at line 357 of file MyHandDrill.cs.

void Sandbox.Game.Weapons.MyHandDrill.OnControlReleased ( )
inline

Definition at line 368 of file MyHandDrill.cs.

void Sandbox.Game.Weapons.MyHandDrill.Shoot ( MyShootActionEnum  action,
Vector3  direction,
Vector3D overrideWeaponPos,
string  gunAction 
)
inline

Definition at line 204 of file MyHandDrill.cs.

void Sandbox.Game.Weapons.MyHandDrill.ShootFailReactionLocal ( MyShootActionEnum  action,
MyGunStatusEnum  status 
)
inline

Definition at line 429 of file MyHandDrill.cs.

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

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 234 of file MyHandDrill.cs.

override void Sandbox.Game.Weapons.MyHandDrill.UpdateBeforeSimulation100 ( )
inlinevirtual

Called each 100th frame if registered for update100

Reimplemented from VRage.Game.Entity.MyEntity.

Definition at line 401 of file MyHandDrill.cs.

void Sandbox.Game.Weapons.MyHandDrill.UpdateSoundEmitter ( )
inline

Definition at line 408 of file MyHandDrill.cs.

void Sandbox.Game.Weapons.MyHandDrill.WorldPositionChanged ( object  source)
inline

Definition at line 334 of file MyHandDrill.cs.

Property Documentation

float Sandbox.Game.Weapons.MyHandDrill.BackkickForcePerSecond
get

Definition at line 70 of file MyHandDrill.cs.

int Sandbox.Game.Weapons.MyHandDrill.CurrentAmmunition
getset

Definition at line 447 of file MyHandDrill.cs.

int Sandbox.Game.Weapons.MyHandDrill.CurrentMagazineAmmunition
getset

Definition at line 448 of file MyHandDrill.cs.

MyDefinitionId Sandbox.Game.Weapons.MyHandDrill.DefinitionId
get

Definition at line 397 of file MyHandDrill.cs.

bool Sandbox.Game.Weapons.MyHandDrill.EnabledInWorldRules
get

Definition at line 83 of file MyHandDrill.cs.

bool Sandbox.Game.Weapons.MyHandDrill.ForceAnimationInsteadOfIK
get

Definition at line 94 of file MyHandDrill.cs.

MyToolBase Sandbox.Game.Weapons.MyHandDrill.GunBase
get

Definition at line 438 of file MyHandDrill.cs.

bool Sandbox.Game.Weapons.MyHandDrill.IsBlocking
get

Definition at line 97 of file MyHandDrill.cs.

bool Sandbox.Game.Weapons.MyHandDrill.IsShooting
get

Definition at line 90 of file MyHandDrill.cs.

MyCharacter Sandbox.Game.Weapons.MyHandDrill.Owner
get

Definition at line 80 of file MyHandDrill.cs.

MyPhysicalItemDefinition Sandbox.Game.Weapons.MyHandDrill.PhysicalItemDefinition
get

Definition at line 443 of file MyHandDrill.cs.

MyObjectBuilder_PhysicalGunObject Sandbox.Game.Weapons.MyHandDrill.PhysicalObject
get

Definition at line 87 of file MyHandDrill.cs.

float Sandbox.Game.Weapons.MyHandDrill.ShakeAmount
getprotected set

Definition at line 75 of file MyHandDrill.cs.

int Sandbox.Game.Weapons.MyHandDrill.ShootDirectionUpdateTime
get

Definition at line 101 of file MyHandDrill.cs.

MyResourceSinkComponent Sandbox.Game.Weapons.MyHandDrill.SinkComp
getset

Definition at line 64 of file MyHandDrill.cs.


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