Space Engineers
Public Member Functions | Properties | List of all members
VRage.Game.Components.MyResourceSinkComponentBase Class Referenceabstract
Inheritance diagram for VRage.Game.Components.MyResourceSinkComponentBase:
VRage.Game.Components.MyEntityComponentBase VRage.Game.Components.MyComponentBase Sandbox.Game.EntityComponents.MyResourceSinkComponent

Public Member Functions

abstract float CurrentInputByType (MyDefinitionId resourceTypeId)
 
abstract bool IsPowerAvailable (MyDefinitionId resourceTypeId, float power)
 
abstract bool IsPoweredByType (MyDefinitionId resourceTypeId)
 
abstract float MaxRequiredInputByType (MyDefinitionId resourceTypeId)
 
abstract void SetMaxRequiredInputByType (MyDefinitionId resourceTypeId, float newMaxRequiredInput)
 
abstract float RequiredInputByType (MyDefinitionId resourceTypeId)
 
abstract void SetInputFromDistributor (MyDefinitionId resourceTypeId, float newResourceInput, bool isAdaptible, bool fireEvents=true)
 
abstract void SetRequiredInputByType (MyDefinitionId resourceTypeId, float newRequiredInput)
 
abstract void SetRequiredInputFuncByType (MyDefinitionId resourceTypeId, Func< float > newRequiredInputFunc)
 Change the required input function (callback) for given type of resource. It does not call it immediatelly to update required input value. More...
 
abstract float SuppliedRatioByType (MyDefinitionId resourceTypeId)
 
- Public Member Functions inherited from VRage.Game.Components.MyEntityComponentBase
override void OnAddedToContainer ()
 Gets called after the container of this component changes More...
 
override void OnBeforeRemovedFromContainer ()
 Gets called before the removal of this component from a container More...
 
- Public Member Functions inherited from VRage.Game.Components.MyComponentBase
virtual void SetContainer (MyComponentContainer container)
 Sets the container of this component. Note that the component is not added to the container here! Therefore, use MyComponentContainer.Add(...) method and it will in turn call this method. Actually, you should seldom have the need to call this method yourself. More...
 
virtual T GetAs< T > ()
 
virtual void OnAddedToScene ()
 CH: TOOD: Be careful! This does not get called if the component is added to a container that is in the scene already! More...
 
virtual void OnRemovedFromScene ()
 CH: TOOD: Be careful! This does not get called if the component is removed from a container that is still in the scene! More...
 
virtual MyObjectBuilder_ComponentBase Serialize (bool copy=false)
 
virtual void Deserialize (MyObjectBuilder_ComponentBase builder)
 
virtual void Init (MyComponentDefinitionBase definition)
 
virtual bool IsSerialized ()
 Tells the component container serializer whether this component should be saved More...
 

Properties

abstract ListReader< MyDefinitionIdAcceptedResources [get]
 
abstract IMyEntity TemporaryConnectedEntity [get, set]
 
- Properties inherited from VRage.Game.Components.MyEntityComponentBase
MyEntityComponentContainer Container [get]
 
IMyEntity Entity [get]
 
abstract string ComponentTypeDebugString [get]
 Name of the base component type for debug purposes (e.g.: "Position") More...
 
- Properties inherited from VRage.Game.Components.MyComponentBase
MyComponentContainer ContainerBase [get]
 This cannot be named Container to not conflict with the definition of Container in MyEntityComponentBase. More...
 

Additional Inherited Members

- Events inherited from VRage.Game.Components.MyEntityComponentBase
static Action< MyEntityComponentBaseOnAfterAddedToContainer
 
Action< MyEntityComponentBaseBeforeRemovedFromContainer
 

Detailed Description

Definition at line 15 of file MyResourceSinkComponentBase.cs.

Member Function Documentation

abstract float VRage.Game.Components.MyResourceSinkComponentBase.CurrentInputByType ( MyDefinitionId  resourceTypeId)
pure virtual
abstract bool VRage.Game.Components.MyResourceSinkComponentBase.IsPowerAvailable ( MyDefinitionId  resourceTypeId,
float  power 
)
pure virtual
abstract bool VRage.Game.Components.MyResourceSinkComponentBase.IsPoweredByType ( MyDefinitionId  resourceTypeId)
pure virtual
abstract float VRage.Game.Components.MyResourceSinkComponentBase.MaxRequiredInputByType ( MyDefinitionId  resourceTypeId)
pure virtual
abstract float VRage.Game.Components.MyResourceSinkComponentBase.RequiredInputByType ( MyDefinitionId  resourceTypeId)
pure virtual
abstract void VRage.Game.Components.MyResourceSinkComponentBase.SetInputFromDistributor ( MyDefinitionId  resourceTypeId,
float  newResourceInput,
bool  isAdaptible,
bool  fireEvents = true 
)
pure virtual
abstract void VRage.Game.Components.MyResourceSinkComponentBase.SetMaxRequiredInputByType ( MyDefinitionId  resourceTypeId,
float  newMaxRequiredInput 
)
pure virtual
abstract void VRage.Game.Components.MyResourceSinkComponentBase.SetRequiredInputByType ( MyDefinitionId  resourceTypeId,
float  newRequiredInput 
)
pure virtual
abstract void VRage.Game.Components.MyResourceSinkComponentBase.SetRequiredInputFuncByType ( MyDefinitionId  resourceTypeId,
Func< float >  newRequiredInputFunc 
)
pure virtual

Change the required input function (callback) for given type of resource. It does not call it immediatelly to update required input value.

Implemented in Sandbox.Game.EntityComponents.MyResourceSinkComponent.

abstract float VRage.Game.Components.MyResourceSinkComponentBase.SuppliedRatioByType ( MyDefinitionId  resourceTypeId)
pure virtual

Property Documentation

abstract ListReader<MyDefinitionId> VRage.Game.Components.MyResourceSinkComponentBase.AcceptedResources
get

Definition at line 17 of file MyResourceSinkComponentBase.cs.

abstract IMyEntity VRage.Game.Components.MyResourceSinkComponentBase.TemporaryConnectedEntity
getset

Definition at line 31 of file MyResourceSinkComponentBase.cs.


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