Space Engineers
Namespaces | Classes | Typedefs | Enumerations
Package Sandbox.Game.Entities

Namespaces

package  Blocks
 
package  Character
 
package  Cube
 
package  Debris
 
package  EnvironmentItems
 
package  Interfaces
 
package  Inventory
 
package  Planet
 
package  UseObject
 

Classes

class  AnimationPlayer
 Animation clip player. It maps an animation clip onto a model
 
struct  BlockMaterial
 
struct  CyclingOptions
 
interface  IMyControllableEntity
 
interface  IMyGizmoDrawableObject
 
interface  IMyGravityProvider
 
interface  IMyGunBaseUser
 
interface  IMyGunObject
 This can be hand held weapon (including welders and drills) as well as weapons on ship (including ship drills). More...
 
interface  IMyHandheldGunObject
 
interface  IMyHandToolComponent
 
interface  IMyMissileGunObject
 
interface  IMyOxygenProvider
 
interface  IMySceneComponent
 
interface  IStoppableAttackingTool
 
struct  MoveInformation
 
class  MyAdvancedDoor
 
class  MyAirtightDoorGeneric
 
class  MyAirtightHangarDoor
 
class  MyAirtightSlideDoor
 
struct  MyAnimationCommand
 
class  MyAnimationPlayerBlendPair
 
struct  MyAnimationSetData
 
class  MyAreaMarker
 
class  MyBatteryBlock
 
class  MyBlockBuilderBase
 
class  MyCameraBlock
 
class  MyCargoContainer
 
class  MyCockpit
 
class  MyComponentContainerExtension
 TODO: This should be later ideally some factory rather than just an extension on the MyComponentContainer
 
class  MyComponentStack
 
class  MyCompositeGameLogicComponent
 
class  MyCompoundCubeBlock
 Cube block which is composed of several cube blocks together with shared compound template name. More...
 
class  MyConstructionStockpile
 
class  MyControllableEntityExtensions
 
class  MyControllableSphere
 
class  MyConveyor
 
class  MyConveyorConnector
 
class  MyConveyorSorter
 
class  MyCube
 
class  MyCubeBlock
 
class  MyCubeBuilder
 
class  MyCubeGrid
 Grid - small ship, large ship, station Cubes (armor, walls...) are merge and rendered by this entity Blocks (turret, thrusts...) are rendered as child entities More...
 
class  MyCubeGridDeformationTables
 
class  MyCubeGridGroups
 
class  MyCubeGridHitInfo
 
class  MyCubePart
 
class  MyDataBroadcaster
 
class  MyDataReceiver
 
class  MyDebugSphere1
 
class  MyDebugSphere2
 
class  MyDebugSphere3
 
class  MyDetectedEntityInfoHelper
 Provides an easy method to create a MyDetectedEntityInfo struct from the detected entity and sensor owner ID
 
class  MyDoor
 
class  MyDoorBase
 GR: Added this class to be used as a base for all door classes. Added only very basic functionallity no new definitions or object builders. The main issue was that door actions (open / close) couldn't be used in groups because they were not inheriting from same class. Instead were inheriting directly from MyFunctionalBlock so this class is used in between for common attributes. More...
 
class  MyEntities
 
class  MyEntity3DSoundEmitter
 
class  MyEntityCreationThread
 
class  MyEntityCycling
 
class  MyEntityExtensions
 
class  MyEntityFactory
 
class  MyEntityIdRemapHelper
 
class  MyEntityInventoryOwnerExtensions
 This class simplifies backward compatibility to IMyInventoryOwner in the code Instead checking Entity type, you need to check now if the Entity has Inventory
 
class  MyEntityQueryTypeExtensions
 
class  MyEntityStat
 
class  MyEntityStatEffectFactory
 
class  MyEntityStatEffectTypeAttribute
 
class  MyEntityStatRegenEffect
 
class  MyExportModel
 
class  MyFloatingObject
 
class  MyFloatingObjectClipboard
 
class  MyFloatingObjects
 
class  MyFracturedPiece
 
class  MyGamePruningStructure
 
class  MyGhostCharacter
 
class  MyGravityProviderComponent
 
class  MyGridLogicalGroupData
 
class  MyGridPhysicalDynamicGroupData
 
class  MyGridPhysicalGroupData
 
class  MyGridSkeleton
 
class  MyGunBaseUserExtension
 
class  MyGyro
 
class  MyHandToolBase
 
class  MyIDModule
 This should be replaced by MyEntityOwnershipComponent More...
 
class  MyInventoryBagEntity
 Inventory bag spawned when character died, container breaks, or when entity from other inventory cannot be spawned then bag spawned with the item in its inventory. More...
 
class  MyItemsCollector
 
class  MyJumpDrive
 
class  MyManipulationTool
 Manipulation tool - used for manipulating target entities. creates fixed constraint between owner's head pivot and target. More...
 
class  MyMeteor
 
class  MyMeteorShower
 
class  MyPlaceArea
 
class  MyPlaceAreas
 
class  MyPlanet
 
struct  MyPlanetInitArguments
 
class  MyRadioBroadcasters
 
class  MyReactor
 
class  MyReflectorLight
 
class  MyRemoteControl
 
class  MyRenderComponentRope
 
class  MyRope
 
class  MySensor
 Sensor, detects objects in area defined by physics body. Using triangle mesh is not recommended, because entities inside mesh (without any colliding triangles) will be considered "not in sensor".
 
class  MySensorBase
 
class  MyShipController
 
class  MySkinnedEntity
 
class  MySolarGameLogicComponent
 
class  MySoundPair
 
class  MySpherePlaceArea
 
class  MySphericalNaturalGravityComponent
 
struct  MyStockpileItem
 
class  MySyncGridThrustState
 
class  MyThrust
 
class  MyTrashRemoval
 
struct  MyTrashRemovalSettings
 
class  MyUpgradableBlockComponent
 
class  MyVoxelBase
 
class  MyVoxelClipboard
 
class  MyVoxelMap
 
class  MyVoxelMapExtensions
 
class  MyVoxelMaps
 
class  MyVoxelPhysics
 
class  MyWeaponSharedActionsComponentBase
 
class  PlanetsNotEnabledException
 
class  VoxelBaseExtensions
 

Typedefs

using Table = Dictionary< Vector3I, Vector3 >
 
using MyDynamicAABBTree = VRageMath.MyDynamicAABBTree
 

Enumerations

enum  ControllerPriority { ControllerPriority.AutoPilot = 1, ControllerPriority.Primary = 2, ControllerPriority.Secondary = 3 }
 
enum  MyPlaybackCommand { MyPlaybackCommand.Play, MyPlaybackCommand.Stop }
 
enum  MyBlendOption { MyBlendOption.Immediate, MyBlendOption.WaitForPreviousEnd }
 
enum  MyFrameOption {
  MyFrameOption.Default, MyFrameOption.PlayOnce, MyFrameOption.JustFirstFrame, MyFrameOption.StayOnLastFrame,
  MyFrameOption.Loop
}
 
enum  GridLinkTypeEnum { GridLinkTypeEnum.Logical = 0, GridLinkTypeEnum.Physical = 1, GridLinkTypeEnum.NoContactDamage = 2 }
 
enum  MyShootActionEnum { MyShootActionEnum.PrimaryAction = 0, MyShootActionEnum.SecondaryAction = 1, MyShootActionEnum.TertiaryAction = 2 }
 
enum  MyGunStatusEnum {
  MyGunStatusEnum.OK = 0, MyGunStatusEnum.Cooldown = 1, MyGunStatusEnum.OutOfPower = 2, MyGunStatusEnum.NotFunctional = 3,
  MyGunStatusEnum.OutOfAmmo = 4, MyGunStatusEnum.Disabled = 5, MyGunStatusEnum.Failed = 6, MyGunStatusEnum.NotSelected = 7,
  MyGunStatusEnum.AccessDenied = 8, MyGunStatusEnum.BurstLimit = 9
}
 
enum  MyInventoryOwnerTypeEnum {
  MyInventoryOwnerTypeEnum.Character, MyInventoryOwnerTypeEnum.Storage, MyInventoryOwnerTypeEnum.Energy, MyInventoryOwnerTypeEnum.System,
  MyInventoryOwnerTypeEnum.Conveyor
}
 
enum  MyEntityCyclingOrder {
  MyEntityCyclingOrder.Characters, MyEntityCyclingOrder.BiggestGrids, MyEntityCyclingOrder.Fastest, MyEntityCyclingOrder.BiggestDistanceFromPlayers,
  MyEntityCyclingOrder.MostActiveDrills, MyEntityCyclingOrder.MostActiveReactors, MyEntityCyclingOrder.MostActiveProductionBuildings, MyEntityCyclingOrder.MostActiveSensors,
  MyEntityCyclingOrder.MostActiveThrusters, MyEntityCyclingOrder.MostWheels, MyEntityCyclingOrder.StaticObjects, MyEntityCyclingOrder.FloatingObjects,
  MyEntityCyclingOrder.Gps, MyEntityCyclingOrder.Planets, MyEntityCyclingOrder.OwnerLoginTime
}
 
enum  MyEntityQueryType : byte { MyEntityQueryType.Static = 0x1, MyEntityQueryType.Dynamic = 0x2, MyEntityQueryType.Both = Static | Dynamic }
 
enum  MyTrashRemovalFlags : int {
  MyTrashRemovalFlags.None = 0, MyTrashRemovalFlags.Default = WithBlockCount | DistanceFromPlayer, MyTrashRemovalFlags.Fixed = 1, MyTrashRemovalFlags.Stationary = 2,
  MyTrashRemovalFlags.Linear = 8, MyTrashRemovalFlags.Accelerating = 16, MyTrashRemovalFlags.Powered = 32, MyTrashRemovalFlags.Controlled = 64,
  MyTrashRemovalFlags.WithProduction = 128, MyTrashRemovalFlags.WithMedBay = 256, MyTrashRemovalFlags.WithBlockCount = 512, MyTrashRemovalFlags.DistanceFromPlayer = 1024
}
 
enum  MyTrashRemovalOperation { MyTrashRemovalOperation.None = 0, MyTrashRemovalOperation.Remove = 1, MyTrashRemovalOperation.Stop = 2, MyTrashRemovalOperation.Depower = 4 }
 
enum  MyVoxelDebugDrawMode {
  MyVoxelDebugDrawMode.None, MyVoxelDebugDrawMode.EmptyCells, MyVoxelDebugDrawMode.MixedCells, MyVoxelDebugDrawMode.FullCells,
  MyVoxelDebugDrawMode.Content_MicroNodes, MyVoxelDebugDrawMode.Content_MicroNodesScaled, MyVoxelDebugDrawMode.Content_MacroNodes, MyVoxelDebugDrawMode.Content_MacroLeaves,
  MyVoxelDebugDrawMode.Content_MacroScaled, MyVoxelDebugDrawMode.Materials_MacroNodes, MyVoxelDebugDrawMode.Materials_MacroLeaves, MyVoxelDebugDrawMode.Content_DataProvider
}
 

Typedef Documentation

Definition at line 11 of file MyGamePruningStructure.cs.

using Sandbox.Game.Entities.Table = typedef Dictionary<Vector3I, Vector3>

Definition at line 13 of file MyCubeGridDeformationTables.cs.

Enumeration Type Documentation

Enumerator
AutoPilot 
Primary 
Secondary 

Definition at line 50 of file MyShipController.cs.

Enumerator
Logical 
Physical 
NoContactDamage 

Definition at line 16 of file MyCubeGridGroups.cs.

Enumerator
Immediate 
WaitForPreviousEnd 

Definition at line 25 of file MyAnimationPlayer.cs.

Enumerator
Characters 
BiggestGrids 
Fastest 
BiggestDistanceFromPlayers 
MostActiveDrills 
MostActiveReactors 
MostActiveProductionBuildings 
MostActiveSensors 
MostActiveThrusters 
MostWheels 
StaticObjects 
FloatingObjects 
Gps 
Planets 
OwnerLoginTime 

Definition at line 17 of file MyEntityCycling.cs.

Enumerator
Static 
Dynamic 
Both 

Definition at line 20 of file MyGamePruningStructure.cs.

Enumerator
Default 
PlayOnce 
JustFirstFrame 
StayOnLastFrame 
Loop 

Definition at line 31 of file MyAnimationPlayer.cs.

Enumerator
OK 
Cooldown 
OutOfPower 
NotFunctional 
OutOfAmmo 
Disabled 
Failed 
NotSelected 
AccessDenied 
BurstLimit 

Definition at line 14 of file IMyGunObject.cs.

Enumerator
Character 
Storage 
Energy 
System 
Conveyor 

Definition at line 19 of file MyEntityInventoryOwnerExtensions.cs.

Enumerator
Play 
Stop 

Definition at line 19 of file MyAnimationPlayer.cs.

Enumerator
PrimaryAction 
SecondaryAction 
TertiaryAction 

Definition at line 70 of file IMyControllableEntity.cs.

Enumerator
None 
Default 
Fixed 
Stationary 
Linear 
Accelerating 
Powered 
Controlled 
WithProduction 
WithMedBay 
WithBlockCount 
DistanceFromPlayer 

Definition at line 8 of file MyTrashRemovalSettings.cs.

Enumerator
None 
Remove 
Stop 
Depower 

Definition at line 25 of file MyTrashRemovalSettings.cs.

Enumerator
None 
EmptyCells 
MixedCells 
FullCells 
Content_MicroNodes 
Content_MicroNodesScaled 
Content_MacroNodes 
Content_MacroLeaves 
Content_MacroScaled 
Materials_MacroNodes 
Materials_MacroLeaves 
Content_DataProvider 

Definition at line 19 of file MyVoxelMap.cs.