Class MyFloatingObjects
  
  
  
  
    Inheritance
    System.Object
    
    MyFloatingObjects
   
  
  
  Assembly: Sandbox.Game.dll
  Syntax
  
    [MySessionComponentDescriptor]
[StaticEventOwner]
public class MyFloatingObjects : MySessionComponentBase, IMyUserInputComponent
   
  Constructors
  
  
  
  
  MyFloatingObjects()
  
  
  Declaration
  
    public MyFloatingObjects()
   
  Properties
  
  
  
  
  Dependencies
  
  
  Declaration
  
    public override Type[] Dependencies { get; }
   
  Property Value
  
    
      
        | Type | Description | 
    
    
      
        | System.Type[] |  | 
    
  
  Overrides
  
  
  
  
  FloatingBagsCount
  
  
  Declaration
  
    public static int FloatingBagsCount { get; }
   
  Property Value
  
    
      
        | Type | Description | 
    
    
      
        | System.Int32 |  | 
    
  
  
  
  
  FloatingItemCount
  
  
  Declaration
  
    public static int FloatingItemCount { get; }
   
  Property Value
  
    
      
        | Type | Description | 
    
    
      
        | System.Int32 |  | 
    
  
  
  
  
  FloatingOreCount
  
  
  Declaration
  
    public static int FloatingOreCount { get; }
   
  Property Value
  
    
      
        | Type | Description | 
    
    
      
        | System.Int32 |  | 
    
  
  Methods
  
  
  
  
  AddFloatingObjectAmount(MyFloatingObject, MyFixedPoint)
  
  
  Declaration
  
    public static void AddFloatingObjectAmount(MyFloatingObject obj, MyFixedPoint amount)
   
  Parameters
  
  
  
  
  ChangeObjectBuilder(MyComponentDefinition, MyObjectBuilder_EntityBase)
  This is used mainly for compactibility issues, it takes the builder of an entity of old object representation and creates a floating object builder for it
Declaration
  
    public static MyObjectBuilder_FloatingObject ChangeObjectBuilder(MyComponentDefinition componentDef, MyObjectBuilder_EntityBase entityOb)
   
  Parameters
  
  Returns
  
  
  
  
  EnqueueCargoContainerBagSpawn(Action)
  
  
  Declaration
  
    public static void EnqueueCargoContainerBagSpawn(Action action)
   
  Parameters
  
    
      
        | Type | Name | Description | 
    
    
      
        | System.Action | action |  | 
    
  
  
  
  
  EnqueueInventoryItemSpawn(MyPhysicalInventoryItem, BoundingBoxD, Vector3D)
  
  
  Declaration
  
    public static void EnqueueInventoryItemSpawn(MyPhysicalInventoryItem inventoryItem, BoundingBoxD boundingBox, Vector3D inheritedVelocity)
   
  Parameters
  
  
  
  
  LoadData()
  
  
  Declaration
  
    public override void LoadData()
   
  Overrides
  
  
  
  
  ReduceCargoBags()
  
  
  Declaration
  
    public static void ReduceCargoBags()
   
  
  
  
  ReduceFloatingObjects()
  
  
  Declaration
  
    public static void ReduceFloatingObjects()
   
  
  
  
  RemoveFloatingObject(MyFloatingObject)
  
  
  Declaration
  
    public static void RemoveFloatingObject(MyFloatingObject obj)
   
  Parameters
  
  
  
  
  RemoveFloatingObject(MyFloatingObject, Boolean)
  
  
  Declaration
  
    public static void RemoveFloatingObject(MyFloatingObject obj, bool sync)
   
  Parameters
  
  
  
  
  RemoveInventoryBag(MyCargoContainerInventoryBagEntity)
  
  
  Declaration
  
    public static void RemoveInventoryBag(MyCargoContainerInventoryBagEntity obj)
   
  Parameters
  
  
  
  
  RemoveInventoryBag(MyCargoContainerInventoryBagEntity, Boolean)
  
  
  Declaration
  
    public static void RemoveInventoryBag(MyCargoContainerInventoryBagEntity obj, bool sync)
   
  Parameters
  
  
  
  
  RequestSpawnCreative(MyObjectBuilder_FloatingObject)
  Players are allowed to spawn any object in creative
Declaration
  
    public static void RequestSpawnCreative(MyObjectBuilder_FloatingObject obj)
   
  Parameters
  
  
  
  
  Spawn(MyPhysicalItemDefinition, Vector3D, Vector3D, Vector3D, Int32, Single)
  
  
  Declaration
  
    public static void Spawn(MyPhysicalItemDefinition itemDefinition, Vector3D translation, Vector3D forward, Vector3D up, int amount = 1, float scale = 1F)
   
  Parameters
  
  
  
  
  Spawn(MyPhysicalInventoryItem, BoundingSphereD, MyPhysicsComponentBase, MyVoxelMaterialDefinition, Action<MyEntity>)
  
  
  Declaration
  
    public static void Spawn(MyPhysicalInventoryItem item, BoundingSphereD sphere, MyPhysicsComponentBase motionInheritedFrom, MyVoxelMaterialDefinition voxelMaterial, Action<MyEntity> OnDone)
   
  Parameters
  
  
  
  
  Spawn(MyPhysicalInventoryItem, MatrixD, MyPhysicsComponentBase, Action<MyEntity>)
  
  
  Declaration
  
    public static void Spawn(MyPhysicalInventoryItem item, MatrixD worldMatrix, MyPhysicsComponentBase motionInheritedFrom, Action<MyEntity> completionCallback)
   
  Parameters
  
  
  
  
  Spawn(MyPhysicalInventoryItem, Vector3D, Vector3D, Vector3D, MyPhysicsComponentBase, Action<MyEntity>)
  
  
  Declaration
  
    public static void Spawn(MyPhysicalInventoryItem item, Vector3D position, Vector3D forward, Vector3D up, MyPhysicsComponentBase motionInheritedFrom = null, Action<MyEntity> completionCallback = null)
   
  Parameters
  
  
  
  
  UpdateAfterSimulation()
  
  
  Declaration
  
    public override void UpdateAfterSimulation()
   
  Overrides