Space Engineers
|
Public Member Functions | |
abstract uint | AddDetector (string name, Matrix matrix) |
abstract void | RemoveDetector (uint id) |
abstract void | RecreatePhysics () |
abstract void | LoadDetectorsFromModel () |
abstract IMyUseObject | GetInteractiveObject (uint shapeKey) |
abstract IMyUseObject | GetInteractiveObject (string detectorName) |
abstract void | GetInteractiveObjects< T > (List< T > objects) |
string | RaycastDetectors (Vector3 worldFrom, Vector3 worldTo) |
abstract IMyUseObject | RaycastDetectors (Vector3D worldFrom, Vector3D worldTo, out float parameter) |
Determine whether the given ray intersects any detector. If so, returns the parametric value of the point of first intersection. PARAMATER IS NOT DISTANCE! More... | |
ListReader< Matrix > | GetDetectors (string detectorName) |
virtual void | ClearPhysics () |
override void | OnBeforeRemovedFromContainer () |
Gets called before the removal of this component from a container More... | |
override 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... | |
override 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... | |
abstract void | PositionChanged (MyPositionComponentBase obj) |
Public Member Functions inherited from VRage.Game.Components.MyEntityComponentBase | |
override void | OnAddedToContainer () |
Gets called after the container of this component changes 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 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... | |
Protected Attributes | |
Dictionary< string, List< Matrix > > | m_detectors = new Dictionary<string, List<Matrix>>() |
Properties | |
abstract MyPhysicsComponentBase | DetectorPhysics [get, protected set] |
override string | ComponentTypeDebugString [get] |
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< MyEntityComponentBase > | OnAfterAddedToContainer |
Action< MyEntityComponentBase > | BeforeRemovedFromContainer |
Definition at line 9 of file MyUseObjectsComponentBase.cs.
|
pure virtual |
Implemented in Sandbox.Game.Components.MyUseObjectsComponent.
|
inlinevirtual |
Definition at line 78 of file MyUseObjectsComponentBase.cs.
|
inline |
Definition at line 65 of file MyUseObjectsComponentBase.cs.
|
pure virtual |
Implemented in Sandbox.Game.Components.MyUseObjectsComponent.
|
pure virtual |
Implemented in Sandbox.Game.Components.MyUseObjectsComponent.
|
pure virtual |
Implemented in Sandbox.Game.Components.MyUseObjectsComponent.
T | : | class | |
T | : | IMyUseObject |
|
pure virtual |
Implemented in Sandbox.Game.Components.MyUseObjectsComponent.
|
inlinevirtual |
CH: TOOD: Be careful! This does not get called if the component is added to a container that is in the scene already!
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 93 of file MyUseObjectsComponentBase.cs.
|
inlinevirtual |
Gets called before the removal of this component from a container
Reimplemented from VRage.Game.Components.MyEntityComponentBase.
Definition at line 86 of file MyUseObjectsComponentBase.cs.
|
inlinevirtual |
CH: TOOD: Be careful! This does not get called if the component is removed from a container that is still in the scene!
Reimplemented from VRage.Game.Components.MyComponentBase.
Definition at line 103 of file MyUseObjectsComponentBase.cs.
|
pure virtual |
Implemented in Sandbox.Game.Components.MyUseObjectsComponent.
|
inline |
Definition at line 25 of file MyUseObjectsComponentBase.cs.
|
pure virtual |
Determine whether the given ray intersects any detector. If so, returns the parametric value of the point of first intersection. PARAMATER IS NOT DISTANCE!
Implemented in Sandbox.Game.Components.MyUseObjectsComponent.
|
pure virtual |
Implemented in Sandbox.Game.Components.MyUseObjectsComponent.
|
pure virtual |
Implemented in Sandbox.Game.Components.MyUseObjectsComponent.
|
protected |
Definition at line 11 of file MyUseObjectsComponentBase.cs.
|
get |
Definition at line 115 of file MyUseObjectsComponentBase.cs.
|
getprotected set |
Definition at line 13 of file MyUseObjectsComponentBase.cs.