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

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)
 

Enumeration Type Documentation

Enumerator
Ok 
OverloadAdaptible 
OverloadBlackout 
NoPower 

Definition at line 24 of file MyResourceDistributorComponent.cs.

Function Documentation

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 
)