Space Engineers
Public Member Functions | Static Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | Properties | List of all members
Sandbox.Game.Weapons.MyMissile Class Reference
Inheritance diagram for Sandbox.Game.Weapons.MyMissile:
Sandbox.Game.Weapons.MyAmmoBase VRage.Game.ModAPI.Interfaces.IMyDestroyableObject VRage.Game.Entity.MyEntity VRage.ModAPI.IMyEntity VRage.Game.ModAPI.Ingame.IMyEntity

Public Member Functions

 MyMissile ()
 
virtual void Init (MyWeaponPropertiesWrapper weaponProperties)
 
override void Start (Vector3D position, Vector3D initialVelocity, Vector3D direction, long owner)
 
override void UpdateBeforeSimulation ()
 Updates resource. More...
 
override void UpdateAfterSimulation ()
 
override void OnContactStart (ref MyPhysics.MyContactPointEvent value)
 
override void Explode ()
 
void OnDestroy ()
 
void DoDamage (float damage, MyStringHash damageType, bool sync, long attackerId)
 
- Public Member Functions inherited from Sandbox.Game.Weapons.MyAmmoBase
 MyAmmoBase ()
 
virtual void Init (MyWeaponPropertiesWrapper weaponProperties, string modelName, bool spherePhysics=true, bool capsulePhysics=false, bool bulletType=false)
 
virtual void ExplodeCascade (int level)
 
bool CanBeAffectedByExplosionForce ()
 
- 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 UpdatingStopped ()
 
virtual void UpdateBeforeSimulation10 ()
 Called each 10th frame if registered for update10 More...
 
virtual void UpdateAfterSimulation10 ()
 
virtual void UpdateBeforeSimulation100 ()
 Called each 100th frame if registered for update100 More...
 
virtual void UpdateAfterSimulation100 ()
 
virtual string GetFriendlyName ()
 
virtual MatrixD GetViewMatrix ()
 
void SetSpeedsAccordingToServerValues ()
 
virtual void SetWorldMatrix (MatrixD worldMatrix, bool forceUpdate=false, bool updateChildren=true)
 
virtual void DebugDrawPhysics ()
 Draw physical representation of entity More...
 
virtual bool GetIntersectionWithLine (ref LineD line, out Vector3D?v, bool useCollisionModel=true, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)
 
virtual bool GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?t, IntersectionFlags flags=IntersectionFlags.ALL_TRIANGLES)
 
virtual Vector3D GetIntersectionWithLineAndBoundingSphere (ref LineD line, float boundingSphereRadiusMultiplier)
 
virtual bool GetIntersectionWithSphere (ref BoundingSphereD sphere)
 
void GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)
 
virtual bool DoOverlapSphereTest (float sphereRadius, Vector3D spherePos)
 
double GetSmallestDistanceBetweenCameraAndBoundingSphere ()
 
double GetLargestDistanceBetweenCameraAndBoundingSphere ()
 
double GetDistanceBetweenCameraAndBoundingSphere ()
 
double GetDistanceBetweenPlayerPositionAndBoundingSphere ()
 
double GetDistanceBetweenCameraAndPosition ()
 
virtual MyEntity GetBaseEntity ()
 
virtual void OnAddedToScene (object source)
 Called when [activated] which for entity means that was added to scene. More...
 
virtual void OnRemovedFromScene (object source)
 
void AddToGamePruningStructure ()
 
void RemoveFromGamePruningStructure ()
 
void UpdateGamePruningStructure ()
 
void RaisePhysicsChanged ()
 
void HackyComponentInitByMiroPleaseDontUseEver (MyDefinitionId id)
 DONT USE THIS METHOD, EVER! More...
 
virtual void Init (MyObjectBuilder_EntityBase objectBuilder)
 
virtual void Init (StringBuilder displayName, string model, MyEntity parentObject, float?scale, string modelCollision=null)
 
virtual void RefreshModels (string model, string modelCollision)
 
void Delete ()
 Every object must have this method, but not every phys object must necessarily have something to cleanup More...
 
void Close ()
 This method marks this entity for close which means, that Close will be called after all entities are updated More...
 
virtual MyObjectBuilder_EntityBase GetObjectBuilder (bool copy=false)
 Gets object builder from object. More...
 
virtual void BeforeSave ()
 Called before method GetObjectBuilder, when saving sector More...
 
virtual void PrepareForDraw ()
 Method is called defacto from Update, preparation fo Draw More...
 
virtual void BeforePaste ()
 
virtual void AfterPaste ()
 
void SetEmissiveParts (string emissiveName, Color emissivePartColor, float emissivity)
 Sets the emissive value of a specific emissive material on entity. More...
 
void SetEmissivePartsForSubparts (string emissiveName, Color emissivePartColor, float emissivity)
 Sets the emissive value of a specific emissive material on all entity subparts. More...
 
override string ToString ()
 
virtual MyInventoryBase GetInventoryBase (int index)
 Search for inventory component with maching index. More...
 
MyInventoryBase GetInventoryBase ()
 Simply get the MyInventoryBase component stored in this entity. More...
 
delegate MyObjectBuilder_EntityBase MyEntityFactoryCreateObjectBuilderDelegate (MyEntity entity)
 
delegate MySyncComponentBase CreateDefaultSyncEntityDelegate (MyEntity thisEntity)
 
delegate bool MyWeldingGroupsGroupExistsDelegate (MyEntity entity)
 
virtual void SerializeControls (BitStream stream)
 
virtual void DeserializeControls (BitStream stream, bool outOfOrder)
 
virtual void ApplyLastControls ()
 
- 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)
 

Static Public Member Functions

static Vector4 GetMissileLightColor ()
 

Public Attributes

Action< MyEntitym_collidedEntity_OnClose
 
- Public Attributes inherited from Sandbox.Game.Weapons.MyAmmoBase
bool MarkedToDestroy = false
 
- 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>()
 

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)
 

Protected Attributes

MyMissileAmmoDefinition m_missileAmmoDefinition
 
float m_maxTrajectory
 
- Protected Attributes inherited from Sandbox.Game.Weapons.MyAmmoBase
Vector3D m_previousPosition
 
Vector3D m_origin
 
Vector3D m_initialVelocity
 
int m_elapsedMiliseconds
 
int m_cascadeExplosionLevel
 
MyWeaponDefinition m_weaponDefinition
 
bool m_canByAffectedByExplosionForce = true
 
float m_ammoOffsetSize = 0.0f
 
bool m_isExploded = false
 
- Protected Attributes inherited from VRage.Game.Entity.MyEntity
List< MyHudEntityParamsm_hudParams
 
MyModel m_modelCollision
 

Properties

float Integrity [get]
 
bool UseDamageSystem [get]
 
long Owner [get]
 
- Properties inherited from Sandbox.Game.Weapons.MyAmmoBase
bool GuidedInMultiplayer [get, set]
 Need per frame position updates in multiplayer More...
 
int CascadedExplosionLevel [get]
 
int TimeToActivate [get, set]
 (optional) Time to activate the ammo in milliseconeds, if applicable. Now used only in universal launcher shells, but can be extended to elsewhere. More...
 
new MyPhysicsBody Physics [get, set]
 
- 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 VRage.Game.ModAPI.Interfaces.IMyDestroyableObject
float Integrity [get]
 
bool UseDamageSystem [get]
 When set to true, it should use MyDamageSystem damage routing. More...
 

Additional Inherited Members

- Public Types inherited from Sandbox.Game.Weapons.MyAmmoBase
enum  MyAmmoBaseFlags { MyAmmoBaseFlags.None = 0, MyAmmoBaseFlags.IsLightWeight = 1 << 1, MyAmmoBaseFlags.SkipAcceleration = 1 << 2 }
 
- 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)
 
- 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 32 of file MyMissile.cs.

Constructor & Destructor Documentation

Sandbox.Game.Weapons.MyMissile.MyMissile ( )
inline

Definition at line 48 of file MyMissile.cs.

Member Function Documentation

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

Reimplemented from Sandbox.Game.Weapons.MyAmmoBase.

Definition at line 263 of file MyMissile.cs.

void Sandbox.Game.Weapons.MyMissile.DoDamage ( float  damage,
MyStringHash  damageType,
bool  sync,
long  attackerId 
)
inline

Definition at line 340 of file MyMissile.cs.

override void Sandbox.Game.Weapons.MyMissile.Explode ( )
inlinevirtual

Reimplemented from Sandbox.Game.Weapons.MyAmmoBase.

Definition at line 330 of file MyMissile.cs.

static Vector4 Sandbox.Game.Weapons.MyMissile.GetMissileLightColor ( )
inlinestatic

Definition at line 109 of file MyMissile.cs.

virtual void Sandbox.Game.Weapons.MyMissile.Init ( MyWeaponPropertiesWrapper  weaponProperties)
inlinevirtual

Definition at line 62 of file MyMissile.cs.

override void Sandbox.Game.Weapons.MyMissile.OnContactStart ( ref MyPhysics.MyContactPointEvent  value)
inlinevirtual

Reimplemented from Sandbox.Game.Weapons.MyAmmoBase.

Definition at line 295 of file MyMissile.cs.

void Sandbox.Game.Weapons.MyMissile.OnDestroy ( )
inline

Implements VRage.Game.ModAPI.Interfaces.IMyDestroyableObject.

Definition at line 336 of file MyMissile.cs.

override void Sandbox.Game.Weapons.MyMissile.Start ( Vector3D  position,
Vector3D  initialVelocity,
Vector3D  direction,
long  owner 
)
inlinevirtual

Reimplemented from Sandbox.Game.Weapons.MyAmmoBase.

Definition at line 72 of file MyMissile.cs.

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

Reimplemented from Sandbox.Game.Weapons.MyAmmoBase.

Definition at line 251 of file MyMissile.cs.

override void Sandbox.Game.Weapons.MyMissile.UpdateBeforeSimulation ( )
inlinevirtual

Updates resource.

Reimplemented from Sandbox.Game.Weapons.MyAmmoBase.

Definition at line 118 of file MyMissile.cs.

Member Data Documentation

Action<MyEntity> Sandbox.Game.Weapons.MyMissile.m_collidedEntity_OnClose

Definition at line 323 of file MyMissile.cs.

float Sandbox.Game.Weapons.MyMissile.m_maxTrajectory
protected

Definition at line 37 of file MyMissile.cs.

MyMissileAmmoDefinition Sandbox.Game.Weapons.MyMissile.m_missileAmmoDefinition
protected

Definition at line 34 of file MyMissile.cs.

Property Documentation

float Sandbox.Game.Weapons.MyMissile.Integrity
get

Definition at line 356 of file MyMissile.cs.

long Sandbox.Game.Weapons.MyMissile.Owner
get

Definition at line 361 of file MyMissile.cs.

bool Sandbox.Game.Weapons.MyMissile.UseDamageSystem
get

Definition at line 358 of file MyMissile.cs.


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