Space Engineers
Classes | Enumerations
Package VRage.ModAPI

Classes

interface  IMyCamera
 
interface  IMyControl
 
interface  IMyEntities
 
interface  IMyEntity
 
interface  IMyInput
 
interface  IMyRemapHelper
 
interface  IMyStorage
 
interface  IMyVoxelBase
 
class  MyAPIGatewayShortcuts
 Links to modapi actions. Delegates are set inside MyAPIGateway. VRAGE TODO: This is probably a temporary class helping us to remove sandbox.
 
struct  MyTerminalControlComboBoxItem
 
class  MyTerminalControlListBoxItem
 This is a listbox item in a list box terminal control More...
 

Enumerations

enum  EntityFlags {
  EntityFlags.None = 1 << 0, EntityFlags.Visible = 1 << 1, EntityFlags.Save = 1 << 3, EntityFlags.Near = 1 << 4,
  EntityFlags.NeedsUpdate = 1 << 5, EntityFlags.NeedsResolveCastShadow = 1 << 6, EntityFlags.FastCastShadowResolve = 1 << 7, EntityFlags.SkipIfTooSmall = 1 << 8,
  EntityFlags.NeedsUpdate10 = 1 << 9, EntityFlags.NeedsUpdate100 = 1 << 10, EntityFlags.NeedsDraw = 1 << 11, EntityFlags.InvalidateOnMove = 1 << 12,
  EntityFlags.Sync = 1 << 13, EntityFlags.NeedsDrawFromParent = 1 << 14, EntityFlags.ShadowBoxLod = 1 << 15, EntityFlags.Transparent = 1 << 16,
  EntityFlags.NeedsUpdateBeforeNextFrame = 1 << 17, EntityFlags.DrawOutsideViewDistance = 1 << 18, EntityFlags.IsGamePrunningStructureObject = 1 << 19, EntityFlags.Default = EntityFlags.Visible | EntityFlags.SkipIfTooSmall | EntityFlags.Save | EntityFlags.NeedsResolveCastShadow | EntityFlags.InvalidateOnMove
}
 Entity flags. More...
 
enum  MyEntityUpdateEnum {
  MyEntityUpdateEnum.NONE = 0, MyEntityUpdateEnum.EACH_FRAME = 1, MyEntityUpdateEnum.EACH_10TH_FRAME = 2, MyEntityUpdateEnum.EACH_100TH_FRAME = 4,
  MyEntityUpdateEnum.BEFORE_NEXT_FRAME = 8
}
 

Enumeration Type Documentation

Entity flags.

Enumerator
None 

No flags

Visible 

Specifies whether draw this entity or not.

Save 

Specifies whether save entity when saving sector or not

Near 

Specifies whether entity is "near", near entities are cockpit and weapons, these entities are rendered in special way

NeedsUpdate 

On this entity and its children will be called UpdateBeforeSimulation and UpdateAfterSimulation each frame

NeedsResolveCastShadow 
FastCastShadowResolve 
SkipIfTooSmall 
NeedsUpdate10 
NeedsUpdate100 
NeedsDraw 

Draw method of this entity will be called when suitable

InvalidateOnMove 

If object is moved, invalidate its renderobjects (update render)

Sync 

Synchronize object during multiplayer

NeedsDrawFromParent 

Draw method of this entity will be called when suitable and only from parent

ShadowBoxLod 

Draw LOD shadow as box

Transparent 

Render the entity using dithering to simulate transparency

NeedsUpdateBeforeNextFrame 

Entity updated once before first frame.

DrawOutsideViewDistance 
IsGamePrunningStructureObject 
Default 

Definition at line 17 of file IMyEntity.cs.

Enumerator
NONE 
EACH_FRAME 
EACH_10TH_FRAME 
EACH_100TH_FRAME 
BEFORE_NEXT_FRAME 

Separate update performed once before any other updates are called.

Definition at line 99 of file IMyEntity.cs.