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float | GetSuitGasFillLevel (MyDefinitionId gasDefinitionId) |
| Returns the amount of gas left in the suit, values will range between 0 and 1, where 0 is no gas and 1 is full gas. More...
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void | Kill (object killData=null) |
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void | TriggerCharacterAnimationEvent (string eventName, bool sync) |
| Trigger animation event in the new animation system. If there is a transition leading from current animation state having same name as this event, animation state machine will change state accordingly. If not, nothing happens. More...
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string | GetFriendlyName () |
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void | Close () |
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void | Delete () |
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MyObjectBuilder_EntityBase | GetObjectBuilder (bool copy=false) |
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void | BeforeSave () |
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IMyEntity | GetTopMostParent (Type type=null) |
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void | SetLocalMatrix (VRageMath.Matrix localMatrix, object source=null) |
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void | GetChildren (List< IMyEntity > children, Func< IMyEntity, bool > collect=null) |
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MyEntitySubpart | GetSubpart (string name) |
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bool | TryGetSubpart (string name, out MyEntitySubpart subpart) |
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VRageMath.Vector3 | GetDiffuseColor () |
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bool | IsVisible () |
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void | DebugDraw () |
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void | DebugDrawInvalidTriangles () |
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void | EnableColorMaskForSubparts (bool enable) |
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void | SetColorMaskForSubparts (VRageMath.Vector3 colorMaskHsv) |
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void | SetEmissiveParts (string emissiveName, Color emissivePartColor, float emissivity) |
| Sets the emissive value of a specific emissive material on entity. More...
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void | SetEmissivePartsForSubparts (string emissiveName, Color emissivePartColor, float emissivity) |
| Sets the emissive value of a specific emissive material on all entity subparts. More...
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float | GetDistanceBetweenCameraAndBoundingSphere () |
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float | GetDistanceBetweenCameraAndPosition () |
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float | GetLargestDistanceBetweenCameraAndBoundingSphere () |
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float | GetSmallestDistanceBetweenCameraAndBoundingSphere () |
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void | OnRemovedFromScene (object source) |
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void | OnAddedToScene (object source) |
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MatrixD | GetViewMatrix () |
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MatrixD | GetWorldMatrixNormalizedInv () |
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void | SetWorldMatrix (VRageMath.MatrixD worldMatrix, object source=null) |
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void | SetPosition (VRageMath.Vector3D pos) |
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bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags) |
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Vector3 | GetIntersectionWithLineAndBoundingSphere (ref LineD line, float boundingSphereRadiusMultiplier) |
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bool | GetIntersectionWithSphere (ref BoundingSphereD sphere) |
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void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) |
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bool | DoOverlapSphereTest (float sphereRadius, Vector3D spherePos) |
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void | AddToGamePruningStructure () |
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void | RemoveFromGamePruningStructure () |
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void | UpdateGamePruningStructure () |
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VRageMath.Vector3D | GetPosition () |
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MatrixD | GetHeadMatrix (bool includeY, bool includeX=true, bool forceHeadAnim=false, bool forceHeadBone=false) |
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void | MoveAndRotate (Vector3 moveIndicator, Vector2 rotationIndicator, float rollIndicator) |
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void | MoveAndRotateStopped () |
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void | Use () |
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void | UseContinues () |
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void | PickUp () |
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void | PickUpContinues () |
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void | Jump () |
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void | SwitchWalk () |
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void | Up () |
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void | Crouch () |
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void | Down () |
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void | ShowInventory () |
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void | ShowTerminal () |
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void | SwitchThrusts () |
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void | SwitchDamping () |
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void | SwitchLights () |
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void | SwitchLeadingGears () |
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void | SwitchReactors () |
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void | SwitchHelmet () |
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void | DrawHud (IMyCameraController camera, long playerId) |
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void | Die () |
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void | ControlCamera (MyCamera currentCamera) |
| Change camera properties now. Communication: from controller to camera. More...
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void | Rotate (Vector2 rotationIndicator, float rollIndicator) |
| Rotate camera controller. More...
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void | RotateStopped () |
| Rotation of camera controller stopped. More...
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void | OnAssumeControl (IMyCameraController previousCameraController) |
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void | OnReleaseControl (IMyCameraController newCameraController) |
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bool | HandleUse () |
| Used to send "use" commands to camera controller More...
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bool | HandlePickUp () |
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void | OnDestroy () |
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bool | DoDamage (float damage, MyStringHash damageSource, bool sync, MyHitInfo?hitInfo=null, long attackerId=0) |
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void | AddDecals (MyHitInfo hitInfo, MyStringHash source, object customdata, IMyDecalHandler decalHandler, MyStringHash material) |
| - Parameters
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hitInfo | Hithinfo on world coordinates |
More...
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float | EnvironmentOxygenLevel [get] |
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float | BaseMass [get] |
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float | CurrentMass [get] |
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float | SuitEnergyLevel [get] |
| Returns the amount of energy the suit has, values will range between 0 and 1, where 0 is no charge and 1 is full charge. More...
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bool | IsPlayer [get] |
| Returns true is this character is a player character, otherwise false. More...
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bool | IsBot [get] |
| Returns true is this character is an AI character, otherwise false. More...
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MyEntityComponentContainer | Components [get] |
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MyPhysicsComponentBase | Physics [get, set] |
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MyPositionComponentBase | PositionComp [get, set] |
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MyRenderComponentBase | Render [get, set] |
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MyEntityComponentBase | GameLogic [get, set] |
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MyHierarchyComponentBase | Hierarchy [get, set] |
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MySyncComponentBase | SyncObject [get] |
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MyModStorageComponentBase | Storage [get, set] |
| Custom storage for mods. Shared with all mods. More...
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EntityFlags | Flags [get, set] |
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long | EntityId [get, set] |
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string | Name [get, set] |
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bool | MarkedForClose [get] |
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bool | Closed [get] |
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bool | DebugAsyncLoading [get] |
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bool | Save [get, set] |
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MyPersistentEntityFlags2 | PersistentFlags [get, set] |
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MyEntityUpdateEnum | NeedsUpdate [get, set] |
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IMyEntity | Parent [get] |
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Matrix | LocalMatrix [get, set] |
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bool | NearFlag [get, set] |
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bool | CastShadows [get, set] |
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bool | FastCastShadowResolve [get, set] |
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bool | NeedsResolveCastShadow [get, set] |
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float | MaxGlassDistSq [get] |
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bool | NeedsDraw [get, set] |
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bool | NeedsDrawFromParent [get, set] |
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bool | Transparent [get, set] |
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bool | ShadowBoxLod [get, set] |
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bool | SkipIfTooSmall [get, set] |
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bool | Visible [get, set] |
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bool | InScene [get, set] |
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bool | InvalidateOnMove [get] |
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new VRageMath.MatrixD | WorldMatrix [get, set] |
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VRageMath.MatrixD | WorldMatrixInvScaled [get] |
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VRageMath.MatrixD | WorldMatrixNormalizedInv [get] |
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bool | IsVolumetric [get] |
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BoundingBox | LocalAABB [get, set] |
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BoundingBox | LocalAABBHr [get] |
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BoundingSphere | LocalVolume [get, set] |
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Vector3 | LocalVolumeOffset [get, set] |
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Vector3 | LocationForHudMarker [get] |
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bool | IsCCDForProjectiles [get] |
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string | DisplayName [get, set] |
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MyEntityComponentContainer | Components [get] |
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long | EntityId [get] |
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VRageMath.BoundingBoxD | WorldAABB [get] |
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VRageMath.BoundingBoxD | WorldAABBHr [get] |
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VRageMath.MatrixD | WorldMatrix [get] |
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VRageMath.BoundingSphereD | WorldVolume [get] |
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VRageMath.BoundingSphereD | WorldVolumeHr [get] |
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IMyEntity | Entity [get] |
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bool | ForceFirstPersonCamera [get, set] |
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bool | EnabledThrusts [get] |
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bool | EnabledDamping [get] |
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bool | EnabledLights [get] |
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bool | EnabledLeadingGears [get] |
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bool | EnabledReactors [get] |
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bool | EnabledHelmet [get] |
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bool | PrimaryLookaround [get] |
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bool | IsInFirstPersonView [get, set] |
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bool | ForceFirstPersonCamera [get, set] |
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bool | AllowCubeBuilding [get] |
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float | Integrity [get] |
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bool | UseDamageSystem [get] |
| When set to true, it should use MyDamageSystem damage routing. More...
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Definition at line 7 of file IMyCharacter.cs.