Namespace Sandbox.Game.EntityComponents
Classes
CustomAdjustWaypointAboveMinHeightFunction
CustomLookAtInterceptor
CustomMovementFunction
MyAiBlockComponent
MyAiBlockComponentDefinition
MyAreaTriggerComponent
MyAssetModifierComponent
MyAtmosphereDetectorComponent
MyAutopilotComponent
MyAutopilotComponentDefinition
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
MyEntityReverbDetectorComponent.ReverbDetectedType
MyEntityStatComponentDefinition
MyEventProxyEntityComponent
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).
MyFractureComponentBase.Info
MyFractureComponentCubeBlock
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.