Space Engineers
Public Member Functions | Protected Attributes | Properties | List of all members
VRage.Game.Components.MyUseObjectsComponentBase Class Referenceabstract
Inheritance diagram for VRage.Game.Components.MyUseObjectsComponentBase:
VRage.Game.Components.MyEntityComponentBase VRage.Game.Components.MyComponentBase Sandbox.Game.Components.MyUseObjectsComponent

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< MatrixGetDetectors (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< MyEntityComponentBaseOnAfterAddedToContainer
 
Action< MyEntityComponentBaseBeforeRemovedFromContainer
 

Detailed Description

Definition at line 9 of file MyUseObjectsComponentBase.cs.

Member Function Documentation

abstract uint VRage.Game.Components.MyUseObjectsComponentBase.AddDetector ( string  name,
Matrix  matrix 
)
pure virtual
virtual void VRage.Game.Components.MyUseObjectsComponentBase.ClearPhysics ( )
inlinevirtual

Definition at line 78 of file MyUseObjectsComponentBase.cs.

ListReader<Matrix> VRage.Game.Components.MyUseObjectsComponentBase.GetDetectors ( string  detectorName)
inline

Definition at line 65 of file MyUseObjectsComponentBase.cs.

abstract IMyUseObject VRage.Game.Components.MyUseObjectsComponentBase.GetInteractiveObject ( uint  shapeKey)
pure virtual
abstract IMyUseObject VRage.Game.Components.MyUseObjectsComponentBase.GetInteractiveObject ( string  detectorName)
pure virtual
abstract void VRage.Game.Components.MyUseObjectsComponentBase.GetInteractiveObjects< T > ( List< T >  objects)
pure virtual

Implemented in Sandbox.Game.Components.MyUseObjectsComponent.

Type Constraints
T :class 
T :IMyUseObject 
abstract void VRage.Game.Components.MyUseObjectsComponentBase.LoadDetectorsFromModel ( )
pure virtual
override void VRage.Game.Components.MyUseObjectsComponentBase.OnAddedToScene ( )
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.

override void VRage.Game.Components.MyUseObjectsComponentBase.OnBeforeRemovedFromContainer ( )
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.

override void VRage.Game.Components.MyUseObjectsComponentBase.OnRemovedFromScene ( )
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.

abstract void VRage.Game.Components.MyUseObjectsComponentBase.PositionChanged ( MyPositionComponentBase  obj)
pure virtual
string VRage.Game.Components.MyUseObjectsComponentBase.RaycastDetectors ( Vector3  worldFrom,
Vector3  worldTo 
)
inline

Definition at line 25 of file MyUseObjectsComponentBase.cs.

abstract IMyUseObject VRage.Game.Components.MyUseObjectsComponentBase.RaycastDetectors ( Vector3D  worldFrom,
Vector3D  worldTo,
out float  parameter 
)
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.

abstract void VRage.Game.Components.MyUseObjectsComponentBase.RecreatePhysics ( )
pure virtual
abstract void VRage.Game.Components.MyUseObjectsComponentBase.RemoveDetector ( uint  id)
pure virtual

Member Data Documentation

Dictionary<string, List<Matrix> > VRage.Game.Components.MyUseObjectsComponentBase.m_detectors = new Dictionary<string, List<Matrix>>()
protected

Definition at line 11 of file MyUseObjectsComponentBase.cs.

Property Documentation

override string VRage.Game.Components.MyUseObjectsComponentBase.ComponentTypeDebugString
get

Definition at line 115 of file MyUseObjectsComponentBase.cs.

abstract MyPhysicsComponentBase VRage.Game.Components.MyUseObjectsComponentBase.DetectorPhysics
getprotected set

Definition at line 13 of file MyUseObjectsComponentBase.cs.


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