Space Engineers
|
Namespaces | |
package | Renders |
package | Systems |
Classes | |
class | MyAreaTriggerComponent |
class | MyAtmosphereDetectorComponent |
class | MyCasterComponent |
Component used for finding object by casting. It is possible to create this component with different types of casting: Box, Raycast, Shape More... | |
class | MyCraftingComponentBasicDefinition |
class | MyCraftingComponentBlockDefinition |
class | MyCraftingComponentInteractiveDefinition |
class | MyEntityInventorySpawnComponent |
TODO: This component should replace the MyInventorySpawnComponent which is limited to be used by CharacterComponents container. More... | |
class | MyEntityInventorySpawnComponent_Definition |
class | MyEntityReferenceComponent |
Reference counting component for entities. More... | |
class | MyEntityReverbDetectorComponent |
class | MyEntityStatComponentDefinition |
class | MyEntityTerrainHeightProviderComponent |
Entity component providing terrain height when asked. | |
class | MyFractureComponentBase |
Fracture component adds fractures to entities. The component replaces renderer so the entity is responsible to restore it to original when this component is removed and original state is needed (repaired blocks). More... | |
class | MyFractureComponentCubeBlock |
class | MyGridOwnershipComponentBase |
class | MyGridTargeting |
class | MyInventoryComponentDefinition |
class | MyJetpackThrustComponent |
class | MyModelComponent |
class | MyModelComponentDefinition |
class | MyModStorageComponent |
Component that stores custom mod data for an entity. Shared by all mods. NOTE: Create an EntityComponents.sbc with your mod's GUIDs to make sure data is saved. This allows data to remain in the world file until the user removes the mod. More... | |
class | MyPhysicsBodyComponentDefinition |
class | MyResourceDistributorComponent |
class | MyResourceSinkComponent |
class | MyResourceSourceComponent |
struct | MyResourceSourceInfo |
class | MyShipSoundComponent |
class | MyThrusterBlockThrustComponent |
class | MyTimerComponentDefinition |
class | MyUseObjectsComponentDefinition |
Enumerations | |
enum | MyResourceStateEnum { MyResourceStateEnum.Ok, MyResourceStateEnum.OverloadAdaptible, MyResourceStateEnum.OverloadBlackout, MyResourceStateEnum.NoPower } |
Functions | |
delegate void | MyRequiredResourceChangeDelegate (MyDefinitionId changedResourceTypeId, MyResourceSinkComponent sink, float oldRequirement, float newRequirement) |
delegate float | MyResourceAvailableDelegate (MyDefinitionId resourceTypeId, MyResourceSinkComponent sink) |
delegate void | MyCurrentResourceInputChangedDelegate (MyDefinitionId resourceTypeId, float oldInput, MyResourceSinkComponent sink) |
delegate void | MyResourceCapacityRemainingChangedDelegate (MyDefinitionId changedResourceId, MyResourceSourceComponent source) |
delegate void | MyResourceOutputChangedDelegate (MyDefinitionId changedResourceId, float oldOutput, MyResourceSourceComponent source) |
Enumerator | |
---|---|
Ok | |
OverloadAdaptible | |
OverloadBlackout | |
NoPower |
Definition at line 24 of file MyResourceDistributorComponent.cs.
delegate void Sandbox.Game.EntityComponents.MyCurrentResourceInputChangedDelegate | ( | MyDefinitionId | resourceTypeId, |
float | oldInput, | ||
MyResourceSinkComponent | sink | ||
) |
delegate void Sandbox.Game.EntityComponents.MyRequiredResourceChangeDelegate | ( | MyDefinitionId | changedResourceTypeId, |
MyResourceSinkComponent | sink, | ||
float | oldRequirement, | ||
float | newRequirement | ||
) |
delegate float Sandbox.Game.EntityComponents.MyResourceAvailableDelegate | ( | MyDefinitionId | resourceTypeId, |
MyResourceSinkComponent | sink | ||
) |
delegate void Sandbox.Game.EntityComponents.MyResourceCapacityRemainingChangedDelegate | ( | MyDefinitionId | changedResourceId, |
MyResourceSourceComponent | source | ||
) |
delegate void Sandbox.Game.EntityComponents.MyResourceOutputChangedDelegate | ( | MyDefinitionId | changedResourceId, |
float | oldOutput, | ||
MyResourceSourceComponent | source | ||
) |