Space Engineers
|
This can be hand held weapon (including welders and drills) as well as weapons on ship (including ship drills). More...
Public Member Functions | |
Vector3 | DirectionToTarget (Vector3D target) |
bool | CanShoot (MyShootActionEnum action, long shooter, out MyGunStatusEnum status) |
Should return true if and only if the gun would be able to shoot using the given shoot action. This method should not do any side-effects such as play sounds or create particle FX. More... | |
void | Shoot (MyShootActionEnum action, Vector3 direction, Vector3D?overrideWeaponPos, string gunAction=null) |
Perform the shoot action according to the action parameter. This method should only be called when CanShoot returns true for the given action! More... | |
void | EndShoot (MyShootActionEnum action) |
void | BeginFailReaction (MyShootActionEnum action, MyGunStatusEnum status) |
Perform a fail reaction to begin shoot that is shown on all clients (e.g. fail sound, etc.) More... | |
void | BeginFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status) |
void | ShootFailReactionLocal (MyShootActionEnum action, MyGunStatusEnum status) |
int | GetAmmunitionAmount () |
void | OnControlAcquired (MyCharacter owner) |
void | OnControlReleased () |
void | DrawHud (IMyCameraController camera, long playerId) |
void | UpdateSoundEmitter () |
Properties | |
float | BackkickForcePerSecond [get] |
float | ShakeAmount [get] |
MyDefinitionId | DefinitionId [get] |
bool | EnabledInWorldRules [get] |
T | GunBase [get] |
bool | IsShooting [get] |
Should return true when the weapon is shooting projectiles and other classes should react accordingly (i.e.apply backkick force etc.) More... | |
int | ShootDirectionUpdateTime [get] |
Zero means that the gun should not update shoot direction at all More... | |
This can be hand held weapon (including welders and drills) as well as weapons on ship (including ship drills).
T | : | MyDeviceBase |
Definition at line 33 of file IMyGunObject.cs.
void Sandbox.Game.Entities.IMyGunObject< out out T >.BeginFailReaction | ( | MyShootActionEnum | action, |
MyGunStatusEnum | status | ||
) |
Perform a fail reaction to begin shoot that is shown on all clients (e.g. fail sound, etc.)
action | The shooting action, whose begin shoot failed |
status | Why the begin shoot failed |
void Sandbox.Game.Entities.IMyGunObject< out out T >.BeginFailReactionLocal | ( | MyShootActionEnum | action, |
MyGunStatusEnum | status | ||
) |
bool Sandbox.Game.Entities.IMyGunObject< out out T >.CanShoot | ( | MyShootActionEnum | action, |
long | shooter, | ||
out MyGunStatusEnum | status | ||
) |
Should return true if and only if the gun would be able to shoot using the given shoot action. This method should not do any side-effects such as play sounds or create particle FX.
action | The shooting action to test |
status | Detailed status of the gun, telling why the gun couldn't perform the given shoot action |
Vector3 Sandbox.Game.Entities.IMyGunObject< out out T >.DirectionToTarget | ( | Vector3D | target | ) |
void Sandbox.Game.Entities.IMyGunObject< out out T >.DrawHud | ( | IMyCameraController | camera, |
long | playerId | ||
) |
void Sandbox.Game.Entities.IMyGunObject< out out T >.EndShoot | ( | MyShootActionEnum | action | ) |
int Sandbox.Game.Entities.IMyGunObject< out out T >.GetAmmunitionAmount | ( | ) |
void Sandbox.Game.Entities.IMyGunObject< out out T >.OnControlAcquired | ( | MyCharacter | owner | ) |
void Sandbox.Game.Entities.IMyGunObject< out out T >.OnControlReleased | ( | ) |
void Sandbox.Game.Entities.IMyGunObject< out out T >.Shoot | ( | MyShootActionEnum | action, |
Vector3 | direction, | ||
Vector3D? | overrideWeaponPos, | ||
string | gunAction = null |
||
) |
Perform the shoot action according to the action parameter. This method should only be called when CanShoot returns true for the given action!
action | The shooting action to perform |
overrideWeaponPos | Changes weapon position, world space. |
direction | The prefered direction of shooting |
void Sandbox.Game.Entities.IMyGunObject< out out T >.ShootFailReactionLocal | ( | MyShootActionEnum | action, |
MyGunStatusEnum | status | ||
) |
void Sandbox.Game.Entities.IMyGunObject< out out T >.UpdateSoundEmitter | ( | ) |
|
get |
Definition at line 35 of file IMyGunObject.cs.
|
get |
Definition at line 37 of file IMyGunObject.cs.
|
get |
Definition at line 38 of file IMyGunObject.cs.
|
get |
Definition at line 39 of file IMyGunObject.cs.
|
get |
Should return true when the weapon is shooting projectiles and other classes should react accordingly (i.e.apply backkick force etc.)
Definition at line 65 of file IMyGunObject.cs.
|
get |
Definition at line 36 of file IMyGunObject.cs.
|
get |
Zero means that the gun should not update shoot direction at all
Definition at line 71 of file IMyGunObject.cs.