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| MyHandDrill () |
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override void | Init (MyObjectBuilder_EntityBase objectBuilder) |
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bool | CanShoot (MyShootActionEnum action, long shooter, out MyGunStatusEnum status) |
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void | Shoot (MyShootActionEnum action, Vector3 direction, Vector3D?overrideWeaponPos, string gunAction) |
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void | EndShoot (MyShootActionEnum action) |
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override void | UpdateAfterSimulation () |
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void | WorldPositionChanged (object source) |
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void | OnControlAcquired (MyCharacter owner) |
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void | OnControlReleased () |
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void | DrawHud (IMyCameraController camera, long playerId) |
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override void | UpdateBeforeSimulation100 () |
| Called each 100th frame if registered for update100 More...
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void | UpdateSoundEmitter () |
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Vector3 | DirectionToTarget (Vector3D target) |
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void | BeginFailReaction (MyShootActionEnum action, MyGunStatusEnum status) |
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void | BeginFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status) |
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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 | 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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virtual void | OnAddedToScene (object source) |
| Called when [activated] which for entity means that was added to scene. More...
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virtual void | OnRemovedFromScene (object source) |
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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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MyResourceSinkComponent | SinkComp [get, set] |
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float | BackkickForcePerSecond [get] |
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float | ShakeAmount [get, protected set] |
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MyCharacter | Owner [get] |
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bool | EnabledInWorldRules [get] |
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MyObjectBuilder_PhysicalGunObject | PhysicalObject [get] |
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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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int | ShootDirectionUpdateTime [get] |
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MyDefinitionId | DefinitionId [get] |
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MyToolBase | GunBase [get] |
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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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Properties inherited from Sandbox.Game.Entities.IMyGunBaseUser |
MyEntity[] | IgnoreEntities [get] |
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MyEntity | Weapon [get] |
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MyEntity | Owner [get] |
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IMyMissileGunObject | Launcher [get] |
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MyInventory | AmmoInventory [get] |
| The inventory in which the weapon searches for additional ammo More...
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MyDefinitionId | PhysicalItemId [get] |
| The physical item that is being searched for in the weapon inventory. Can be ignored if WeaponInventory is null More...
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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...
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long | OwnerId [get] |
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String | ConstraintDisplayName [get] |
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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 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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List< MyHudEntityParams > | m_hudParams |
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MyModel | m_modelCollision |
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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 36 of file MyHandDrill.cs.