Namespace Sandbox.Game.EntityComponents
Classes
CustomAdjustWaypointAboveMinHeightFunction
CustomLookAtInterceptor
CustomMovementFunction
MyAiBlockComponent
MyAiBlockComponentDefinition
MyAreaTriggerComponent
MyAssetModifierComponent
MyAtmosphereDetectorComponent
Class used for detection of environment with air - important for realistic sounds
MyAutopilotComponent
MyAutopilotComponentDefinition
MyBlocksPruningStructureComponent
MyCasterComponent
Component used for finding object by casting. It is possible to create this component with different types of casting: Box, Raycast, Shape
MyCurrentResourceInputChangedDelegate
MyEffectConstants
MyEntityCapacitorComponentDefinition
MyEntityInventorySpawnComponent
MyEntityInventorySpawnComponent_Definition
MyEntityReferenceComponent
Reference counting component for entities.
Allows simplified management of short lived entities that may be shared amongst systems.
The count is initially 0 so the first referencee becomes the owner of the entity (this is sometimes called a floating reference).
MyEntityRespawnComponentBase
MyEntityReverbDetectorComponent
class used for detection of environment with air - important for realistic sounds
MyEntityReverbDetectorComponent.ReverbDetectedType
MyEntityStatComponentDefinition
MyEventProxyEntityComponent
MyGridOwnershipComponentBase
MyGridTargeting
MyIngameScriptComponent
A component to control the execution of a programmable block script based on its configured update frequency.
MyInventoryComponentDefinition
MyLightingLogic
MyLightingLogic.LightLocalData
MyModelComponent
MyModelComponentDefinition
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.