Space Engineers
Namespaces | Classes | Enumerations | Functions
Package Sandbox.Game

Namespaces

package  AI
 
package  Audio
 
package  Components
 
package  Debugging
 
package  Definitions
 
package  Entities
 
package  EntityComponents
 
package  GameSystems
 
package  Gui
 
package  GUI
 
package  Lights
 
package  Localization
 
package  Multiplayer
 
package  ParticleEffects
 
package  Replication
 
package  Screens
 
package  SessionComponents
 
package  Utils
 
package  VoiceChat
 
package  Weapons
 
package  World
 
package  WorldEnvironment
 

Classes

class  MyAutomaticRifleGunConstants
 
struct  MyBasicGameInfo
 
class  MyCampaignManager
 
struct  MyCharacterMovementSettings
 
struct  MyCollisionParticleSettings
 
class  MyControlsSpace
 
class  MyCredits
 
class  MyCreditsDepartment
 
class  MyCreditsNotice
 
class  MyCreditsPerson
 
class  MyDebrisConstants
 
class  MyDecals
 
struct  MyDestructionParticleSettings
 
class  MyDrillConstants
 
class  MyEnergyConstants
 
class  MyExplosion
 
struct  MyExplosionInfo
 
class  MyExplosions
 
class  MyExplosionsConstants
 
class  MyGameStats
 
class  MyGridExplosion
 This class is responsible for calculating damage from explosions It works by recursively raycasting from the point it needs to calculate to the explosion center. It does two types of raycast, 3D DDA raycasts for traversing grids (ships, stations) and Havok raycasts for traversing space between grids. For each block, it builds a stack of blocks that are between it and the explosion center and then calculates the damage for all blocks in this stack. It early exits if it encounters a block that was already calculated. More...
 
class  MyGuidedMissileConstants
 
class  MyGuiScreenProgress
 
struct  MyGUISettings
 
class  MyInventory
 
class  MyInventoryConstants
 
class  MyInventoryConstraint
 
struct  MyInventoryTransferEventContent
 
class  MyLargeTurretsConstants
 
class  MyMeteorShowerEventConstants
 
class  MyParticleEffects
 
class  MyPerGameSettings
 
class  MyProjectilesConstants
 
class  MyShipGrinderConstants
 
class  MyStatLogic
 
class  MyStatLogicDescriptor
 
class  MyVisualScriptLogicProvider
 
class  MyWarheads
 

Enumerations

enum  GameEnum { GameEnum.UNKNOWN_GAME, GameEnum.SE_GAME, GameEnum.ME_GAME, GameEnum.VRS_GAME }
 
enum  MyExplosionTypeEnum : byte {
  MyExplosionTypeEnum.MISSILE_EXPLOSION, MyExplosionTypeEnum.BOMB_EXPLOSION, MyExplosionTypeEnum.AMMO_EXPLOSION, MyExplosionTypeEnum.GRID_DEFORMATION,
  MyExplosionTypeEnum.GRID_DESTRUCTION, MyExplosionTypeEnum.WARHEAD_EXPLOSION_02, MyExplosionTypeEnum.WARHEAD_EXPLOSION_15, MyExplosionTypeEnum.WARHEAD_EXPLOSION_30,
  MyExplosionTypeEnum.WARHEAD_EXPLOSION_50
}
 
enum  MyExplosionParticlesTypeEnum { MyExplosionParticlesTypeEnum.EXPLOSIVE_AND_DIRTY, MyExplosionParticlesTypeEnum.EXPLOSIVE_ONLY }
 
enum  MyExplosionFlags {
  MyExplosionFlags.CREATE_DEBRIS = 1 << 0, MyExplosionFlags.AFFECT_VOXELS = 1 << 1, MyExplosionFlags.APPLY_FORCE_AND_DAMAGE = 1 << 2, MyExplosionFlags.CREATE_DECALS = 1 << 3,
  MyExplosionFlags.FORCE_DEBRIS = 1 << 4, MyExplosionFlags.CREATE_PARTICLE_EFFECT = 1 << 5, MyExplosionFlags.CREATE_SHRAPNELS = 1 << 6, MyExplosionFlags.APPLY_DEFORMATION = 1 << 7
}
 

Functions

delegate void SingleKeyEntityNameEvent (string entityName)
 
delegate void CutsceneEvent (string cutsceneName)
 
delegate void SingleKeyEntityNameGridNameEvent (string entityName, string gridName, string typeId, string subtypeId)
 
delegate void SingleKeyPlayerEvent (long playerId)
 
delegate void DoubleKeyPlayerEvent (string entityName, long playerId, string gridName)
 
delegate void FloatingObjectPlayerEvent (string itemTypeName, string itemSubTypeName, string entityName, long playerId, int amount)
 
delegate void PlayerItemEvent (string itemTypeName, string itemSubTypeName, long playerId, int amount)
 
delegate void BlockEvent (string typeId, string subtypeId, string gridName, long blockId)
 
delegate void ItemSpawnedEvent (string itemTypeName, string itemSubTypeName, long itemId, int amount, Vector3D position)
 
delegate void ScreenManagerEvent (MyGuiScreenBase screen)
 

Enumeration Type Documentation

Enumerator
UNKNOWN_GAME 
SE_GAME 
ME_GAME 
VRS_GAME 

Definition at line 73 of file MyPerGameSettings.cs.

Enumerator
CREATE_DEBRIS 
AFFECT_VOXELS 
APPLY_FORCE_AND_DAMAGE 
CREATE_DECALS 
FORCE_DEBRIS 
CREATE_PARTICLE_EFFECT 
CREATE_SHRAPNELS 
APPLY_DEFORMATION 

Definition at line 58 of file MyExplosion.cs.

Enumerator
EXPLOSIVE_AND_DIRTY 
EXPLOSIVE_ONLY 

Definition at line 51 of file MyExplosion.cs.

Enumerator
MISSILE_EXPLOSION 
BOMB_EXPLOSION 
AMMO_EXPLOSION 
GRID_DEFORMATION 
GRID_DESTRUCTION 
WARHEAD_EXPLOSION_02 
WARHEAD_EXPLOSION_15 
WARHEAD_EXPLOSION_30 
WARHEAD_EXPLOSION_50 

Definition at line 36 of file MyExplosion.cs.

Function Documentation

delegate void Sandbox.Game.BlockEvent ( string  typeId,
string  subtypeId,
string  gridName,
long  blockId 
)
delegate void Sandbox.Game.CutsceneEvent ( string  cutsceneName)
delegate void Sandbox.Game.DoubleKeyPlayerEvent ( string  entityName,
long  playerId,
string  gridName 
)
delegate void Sandbox.Game.FloatingObjectPlayerEvent ( string  itemTypeName,
string  itemSubTypeName,
string  entityName,
long  playerId,
int  amount 
)
delegate void Sandbox.Game.ItemSpawnedEvent ( string  itemTypeName,
string  itemSubTypeName,
long  itemId,
int  amount,
Vector3D  position 
)
delegate void Sandbox.Game.PlayerItemEvent ( string  itemTypeName,
string  itemSubTypeName,
long  playerId,
int  amount 
)
delegate void Sandbox.Game.ScreenManagerEvent ( MyGuiScreenBase  screen)
delegate void Sandbox.Game.SingleKeyEntityNameEvent ( string  entityName)
delegate void Sandbox.Game.SingleKeyEntityNameGridNameEvent ( string  entityName,
string  gridName,
string  typeId,
string  subtypeId 
)
delegate void Sandbox.Game.SingleKeyPlayerEvent ( long  playerId)