Space Engineers
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The environmental entity cacher will keep entity references for some time and then close them. More...
Public Member Functions | |
void | QueueEntity (MyEntity entity) |
MyEntity | GetEntity (long entityId) |
override void | UpdateAfterSimulation () |
Public Member Functions inherited from VRage.Game.Components.MySessionComponentBase | |
virtual bool | UpdatedBeforeInit () |
MySessionComponentBase () | |
void | SetUpdateOrder (MyUpdateOrder order) |
virtual void | InitFromDefinition (MySessionComponentDefinition definition) |
virtual void | Init (MyObjectBuilder_SessionComponent sessionComponent) |
virtual MyObjectBuilder_SessionComponent | GetObjectBuilder () |
void | AfterLoadData () |
void | UnloadDataConditional () |
virtual void | LoadData () |
virtual void | SaveData () |
virtual void | BeforeStart () |
virtual void | UpdateBeforeSimulation () |
virtual void | Simulate () |
virtual void | UpdatingStopped () |
virtual void | Draw () |
virtual void | HandleInput () |
override string | ToString () |
Additional Inherited Members | |
Public Attributes inherited from VRage.Game.Components.MySessionComponentBase | |
readonly string | DebugName |
readonly int | Priority |
readonly Type | ComponentType |
IMySession | Session |
Protected Member Functions inherited from VRage.Game.Components.MySessionComponentBase | |
virtual void | UnloadData () |
Properties inherited from VRage.Game.Components.MySessionComponentBase | |
MyUpdateOrder | UpdateOrder [get] |
MyObjectBuilderType | ObjectBuilderType [get] |
bool | Loaded [get] |
bool | Initialized [get] |
MyDefinitionId | Definition [get, set] |
virtual Type[] | Dependencies [get] |
virtual bool | IsRequiredByGame [get] |
Indicates whether a session component should be used in current configuration. Example: MyDestructionData component returns true only when game uses Havok Destruction More... | |
The environmental entity cacher will keep entity references for some time and then close them.
This is useful when multiple sector lods support entities because the entity would be deleted and then re-created during the transition.
Definition at line 21 of file MyEnvironmentalEntityCacher.cs.
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inline |
Definition at line 58 of file MyEnvironmentalEntityCacher.cs.
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inline |
Definition at line 40 of file MyEnvironmentalEntityCacher.cs.
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inlinevirtual |
Reimplemented from VRage.Game.Components.MySessionComponentBase.
Definition at line 70 of file MyEnvironmentalEntityCacher.cs.