Space Engineers
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Public Member Functions | |
void | BeginShoot (MyShootActionEnum action) |
This will be called locally to start shooting with the given action More... | |
void | EndShoot (MyShootActionEnum action) |
This will be called locally to start shooting with the given action More... | |
void | OnBeginShoot (MyShootActionEnum action) |
This will be called back from the sync object both on local and remote clients More... | |
void | OnEndShoot (MyShootActionEnum action) |
This will be called back from the sync object both on local and remote clients More... | |
void | UseFinished () |
void | PickUpFinished () |
void | Sprint (bool enabled) |
void | SwitchToWeapon (MyDefinitionId weaponDefinition) |
void | SwitchToWeapon (MyToolbarItemWeapon weapon) |
bool | CanSwitchToWeapon (MyDefinitionId?weaponDefinition) |
void | SwitchAmmoMagazine () |
bool | CanSwitchAmmoMagazine () |
void | SwitchBroadcasting () |
MyEntityCameraSettings | GetCameraEntitySettings () |
Public Member Functions inherited from VRage.Game.ModAPI.Interfaces.IMyControllableEntity | |
MatrixD | GetHeadMatrix (bool includeY, bool includeX=true, bool forceHeadAnim=false, bool forceHeadBone=false) |
void | MoveAndRotate (Vector3 moveIndicator, Vector2 rotationIndicator, float rollIndicator) |
void | MoveAndRotateStopped () |
void | Use () |
void | UseContinues () |
void | PickUp () |
void | PickUpContinues () |
void | Jump () |
void | SwitchWalk () |
void | Up () |
void | Crouch () |
void | Down () |
void | ShowInventory () |
void | ShowTerminal () |
void | SwitchThrusts () |
void | SwitchDamping () |
void | SwitchLights () |
void | SwitchLeadingGears () |
void | SwitchReactors () |
void | SwitchHelmet () |
void | DrawHud (IMyCameraController camera, long playerId) |
void | Die () |
Properties | |
MyControllerInfo | ControllerInfo [get] |
new MyEntity | Entity [get] |
float | HeadLocalXAngle [get, set] |
float | HeadLocalYAngle [get, set] |
bool | EnabledBroadcasting [get] |
MyToolbarType | ToolbarType [get] |
MyStringId | ControlContext [get] |
MyToolbar | Toolbar [get] |
Properties inherited from VRage.Game.ModAPI.Interfaces.IMyControllableEntity | |
IMyEntity | Entity [get] |
bool | ForceFirstPersonCamera [get, set] |
bool | EnabledThrusts [get] |
bool | EnabledDamping [get] |
bool | EnabledLights [get] |
bool | EnabledLeadingGears [get] |
bool | EnabledReactors [get] |
bool | EnabledHelmet [get] |
bool | PrimaryLookaround [get] |
Definition at line 15 of file IMyControllableEntity.cs.
void Sandbox.Game.Entities.IMyControllableEntity.BeginShoot | ( | MyShootActionEnum | action | ) |
This will be called locally to start shooting with the given action
Implemented in Sandbox.Game.Entities.Character.MyCharacter, Sandbox.Game.Weapons.MyLargeTurretBase, Sandbox.Game.Entities.MyShipController, Sandbox.Game.Entities.MyControllableSphere, and Sandbox.Game.Entities.MyGhostCharacter.
bool Sandbox.Game.Entities.IMyControllableEntity.CanSwitchAmmoMagazine | ( | ) |
bool Sandbox.Game.Entities.IMyControllableEntity.CanSwitchToWeapon | ( | MyDefinitionId? | weaponDefinition | ) |
void Sandbox.Game.Entities.IMyControllableEntity.EndShoot | ( | MyShootActionEnum | action | ) |
This will be called locally to start shooting with the given action
Implemented in Sandbox.Game.Entities.Character.MyCharacter, Sandbox.Game.Weapons.MyLargeTurretBase, Sandbox.Game.Entities.MyShipController, Sandbox.Game.Entities.MyControllableSphere, and Sandbox.Game.Entities.MyGhostCharacter.
MyEntityCameraSettings Sandbox.Game.Entities.IMyControllableEntity.GetCameraEntitySettings | ( | ) |
void Sandbox.Game.Entities.IMyControllableEntity.OnBeginShoot | ( | MyShootActionEnum | action | ) |
This will be called back from the sync object both on local and remote clients
Implemented in Sandbox.Game.Entities.Character.MyCharacter, Sandbox.Game.Weapons.MyLargeTurretBase, Sandbox.Game.Entities.MyShipController, Sandbox.Game.Entities.MyGhostCharacter, and Sandbox.Game.Entities.MyControllableSphere.
void Sandbox.Game.Entities.IMyControllableEntity.OnEndShoot | ( | MyShootActionEnum | action | ) |
This will be called back from the sync object both on local and remote clients
Implemented in Sandbox.Game.Entities.Character.MyCharacter, Sandbox.Game.Weapons.MyLargeTurretBase, Sandbox.Game.Entities.MyShipController, Sandbox.Game.Entities.MyControllableSphere, and Sandbox.Game.Entities.MyGhostCharacter.
void Sandbox.Game.Entities.IMyControllableEntity.PickUpFinished | ( | ) |
void Sandbox.Game.Entities.IMyControllableEntity.Sprint | ( | bool | enabled | ) |
void Sandbox.Game.Entities.IMyControllableEntity.SwitchAmmoMagazine | ( | ) |
void Sandbox.Game.Entities.IMyControllableEntity.SwitchBroadcasting | ( | ) |
void Sandbox.Game.Entities.IMyControllableEntity.SwitchToWeapon | ( | MyDefinitionId | weaponDefinition | ) |
void Sandbox.Game.Entities.IMyControllableEntity.SwitchToWeapon | ( | MyToolbarItemWeapon | weapon | ) |
void Sandbox.Game.Entities.IMyControllableEntity.UseFinished | ( | ) |
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Definition at line 58 of file IMyControllableEntity.cs.
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Definition at line 17 of file IMyControllableEntity.cs.
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Definition at line 52 of file IMyControllableEntity.cs.
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Definition at line 19 of file IMyControllableEntity.cs.
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Definition at line 21 of file IMyControllableEntity.cs.
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getset |
Definition at line 22 of file IMyControllableEntity.cs.
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Definition at line 60 of file IMyControllableEntity.cs.
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Definition at line 54 of file IMyControllableEntity.cs.