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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) |
| |
| 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) |
| |
| VRageMath.Vector3 | GetDiffuseColor () |
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| bool | IsVisible () |
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| void | DebugDraw () |
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| void | DebugDrawInvalidTriangles () |
| |
| 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 () |
| |
| float | GetLargestDistanceBetweenCameraAndBoundingSphere () |
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| float | GetSmallestDistanceBetweenCameraAndBoundingSphere () |
| |
| void | OnRemovedFromScene (object source) |
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| void | OnAddedToScene (object source) |
| |
| MatrixD | GetViewMatrix () |
| |
| MatrixD | GetWorldMatrixNormalizedInv () |
| |
| void | SetWorldMatrix (VRageMath.MatrixD worldMatrix, object source=null) |
| |
| void | SetPosition (VRageMath.Vector3D pos) |
| |
| bool | GetIntersectionWithLine (ref LineD line, out VRage.Game.Models.MyIntersectionResultLineTriangleEx?tri, IntersectionFlags flags) |
| |
| Vector3 | GetIntersectionWithLineAndBoundingSphere (ref LineD line, float boundingSphereRadiusMultiplier) |
| |
| bool | GetIntersectionWithSphere (ref BoundingSphereD sphere) |
| |
| void | GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, System.Collections.Generic.List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles) |
| |
| bool | DoOverlapSphereTest (float sphereRadius, Vector3D spherePos) |
| |
| void | AddToGamePruningStructure () |
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| void | RemoveFromGamePruningStructure () |
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| void | UpdateGamePruningStructure () |
| |
| VRageMath.Vector3D | GetPosition () |
| |
| MatrixD | GetHeadMatrix (bool includeY, bool includeX=true, bool forceHeadAnim=false, bool forceHeadBone=false) |
| |
| void | MoveAndRotate (Vector3 moveIndicator, Vector2 rotationIndicator, float rollIndicator) |
| |
| 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 () |
| |
| void | SwitchThrusts () |
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| void | SwitchDamping () |
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| void | SwitchLights () |
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| void | SwitchLeadingGears () |
| |
| void | SwitchReactors () |
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| void | SwitchHelmet () |
| |
| void | DrawHud (IMyCameraController camera, long playerId) |
| |
| void | Die () |
| |
| void | ControlCamera (MyCamera currentCamera) |
| | Change camera properties now. Communication: from controller to camera. More...
|
| |
| void | Rotate (Vector2 rotationIndicator, float rollIndicator) |
| | Rotate camera controller. More...
|
| |
| void | RotateStopped () |
| | Rotation of camera controller stopped. More...
|
| |
| void | OnAssumeControl (IMyCameraController previousCameraController) |
| |
| void | OnReleaseControl (IMyCameraController newCameraController) |
| |
| bool | HandleUse () |
| | Used to send "use" commands to camera controller More...
|
| |
| bool | HandlePickUp () |
| |
| void | OnDestroy () |
| |
| bool | DoDamage (float damage, MyStringHash damageSource, bool sync, MyHitInfo?hitInfo=null, long attackerId=0) |
| |
| void | AddDecals (MyHitInfo hitInfo, MyStringHash source, object customdata, IMyDecalHandler decalHandler, MyStringHash material) |
| | - Parameters
-
| hitInfo | Hithinfo on world coordinates |
More...
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| |
|
| float | EnvironmentOxygenLevel [get] |
| |
| float | BaseMass [get] |
| |
| float | CurrentMass [get] |
| |
| 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...
|
| |
| bool | IsPlayer [get] |
| | Returns true is this character is a player character, otherwise false. More...
|
| |
| bool | IsBot [get] |
| | Returns true is this character is an AI character, otherwise false. More...
|
| |
| MyEntityComponentContainer | Components [get] |
| |
| MyPhysicsComponentBase | Physics [get, set] |
| |
| MyPositionComponentBase | PositionComp [get, set] |
| |
| MyRenderComponentBase | Render [get, set] |
| |
| MyEntityComponentBase | GameLogic [get, set] |
| |
| MyHierarchyComponentBase | Hierarchy [get, set] |
| |
| MySyncComponentBase | SyncObject [get] |
| |
| MyModStorageComponentBase | Storage [get, set] |
| | Custom storage for mods. Shared with all mods. More...
|
| |
| EntityFlags | Flags [get, set] |
| |
| long | EntityId [get, set] |
| |
| string | Name [get, set] |
| |
| bool | MarkedForClose [get] |
| |
| bool | Closed [get] |
| |
| bool | DebugAsyncLoading [get] |
| |
| bool | Save [get, set] |
| |
| MyPersistentEntityFlags2 | PersistentFlags [get, set] |
| |
| MyEntityUpdateEnum | NeedsUpdate [get, set] |
| |
| IMyEntity | Parent [get] |
| |
| Matrix | LocalMatrix [get, set] |
| |
| bool | NearFlag [get, set] |
| |
| bool | CastShadows [get, set] |
| |
| bool | FastCastShadowResolve [get, set] |
| |
| bool | NeedsResolveCastShadow [get, set] |
| |
| float | MaxGlassDistSq [get] |
| |
| bool | NeedsDraw [get, set] |
| |
| bool | NeedsDrawFromParent [get, set] |
| |
| bool | Transparent [get, set] |
| |
| bool | ShadowBoxLod [get, set] |
| |
| bool | SkipIfTooSmall [get, set] |
| |
| bool | Visible [get, set] |
| |
| bool | InScene [get, set] |
| |
| bool | InvalidateOnMove [get] |
| |
| new VRageMath.MatrixD | WorldMatrix [get, set] |
| |
| VRageMath.MatrixD | WorldMatrixInvScaled [get] |
| |
| VRageMath.MatrixD | WorldMatrixNormalizedInv [get] |
| |
| bool | IsVolumetric [get] |
| |
| BoundingBox | LocalAABB [get, set] |
| |
| BoundingBox | LocalAABBHr [get] |
| |
| BoundingSphere | LocalVolume [get, set] |
| |
| Vector3 | LocalVolumeOffset [get, set] |
| |
| Vector3 | LocationForHudMarker [get] |
| |
| bool | IsCCDForProjectiles [get] |
| |
| string | DisplayName [get, set] |
| |
| MyEntityComponentContainer | Components [get] |
| |
| long | EntityId [get] |
| |
| VRageMath.BoundingBoxD | WorldAABB [get] |
| |
| VRageMath.BoundingBoxD | WorldAABBHr [get] |
| |
| VRageMath.MatrixD | WorldMatrix [get] |
| |
| VRageMath.BoundingSphereD | WorldVolume [get] |
| |
| VRageMath.BoundingSphereD | WorldVolumeHr [get] |
| |
| 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] |
| |
| bool | IsInFirstPersonView [get, set] |
| |
| bool | ForceFirstPersonCamera [get, set] |
| |
| bool | AllowCubeBuilding [get] |
| |
| float | Integrity [get] |
| |
| bool | UseDamageSystem [get] |
| | When set to true, it should use MyDamageSystem damage routing. More...
|
| |
Definition at line 7 of file IMyCharacter.cs.