Interface IMyOffensiveCombatCircleOrbit
Describes circle orbit attack pattern of offensive combat block
Inherited Members
Namespace: Sandbox.ModAPI
Assembly: Sandbox.Common.dll
Syntax
public interface IMyOffensiveCombatCircleOrbit : IMyOffensiveCombatCircleOrbit, IMyAttackPatternComponent, IMyAttackPatternComponent
Properties
BlockValidation
Gets or sets function that is called when block caches all available weapons, and called on server to validate, that user selected weapon is correct
Used for adding custom weapons. By default used reference to Keen default function Must not be null. You need override it on server and client
Declaration
Func<IMyTerminalBlock, bool> BlockValidation { get; set; }
Property Value
Type | Description |
---|---|
System.Func<IMyTerminalBlock, System.Boolean> |
ClearBlocksShootingState
Gets or sets function that is called when grid is copied. You need clear state of shooting weapons By default used reference to Keen default function Must not be null. You need override it on server and client
IMyCubeGrid - original grid which would be copied MyObjectBuilder_CubeGrid - grid which state you need clear IMyAttackPatternComponent - attack pattern, that calls this clear
Declaration
Action<IMyCubeGrid, MyObjectBuilder_CubeGrid, IMyAttackPatternComponent> ClearBlocksShootingState { get; set; }
Property Value
Type | Description |
---|---|
System.Action<IMyCubeGrid, MyObjectBuilder_CubeGrid, IMyAttackPatternComponent> |
GetFirstWeaponForwardVector
Gets or sets function that is called to know how grid should rotate to face target By default used reference to Keen default function (returns WorldMatrix.Forward vector)
IMyAttackPatternComponent - attack pattern, that calls this clear Returns blocks WorldMatrix.Forward
Declaration
Func<IMyAttackPatternComponent, Nullable<Vector3>> GetFirstWeaponForwardVector { get; set; }
Property Value
Type | Description |
---|---|
System.Func<IMyAttackPatternComponent, System.Nullable<Vector3>> |
GetPredictedLookAt
Gets or sets function that is called for aiming grid at enemy By default used reference to Keen default function Must not be null. You need override it on server and client
IMyEntity - entity that you should aim at predicting it's future position, and bullet speed IMyAttackPatternComponent - current component that need aim Double - distance to target squared Returns world position
Declaration
Func<IMyEntity, IMyAttackPatternComponent, double, Vector3D> GetPredictedLookAt { get; set; }
Property Value
Type | Description |
---|---|
System.Func<IMyEntity, IMyAttackPatternComponent, System.Double, Vector3D> |
SetShooting
Gets or sets function that is called per block requesting it start or stop shooting. Used for adding custom weapons. By default used reference to Keen default function Must not be null. You need override it on server and client
IMyCubeBlock - Weapon block to test bool - Should block shoot or not double - DistanceToTargetSq squared distance in meters to target Vector3D? - aim position, predicted shoot position Base6Directions.Direction - shoot direction
Called in parallel update of Autopilot
Declaration
Action<IMyTerminalBlock, bool, double, Nullable<Vector3D>, Base6Directions.Direction> SetShooting { get; set; }
Property Value
Type | Description |
---|---|
System.Action<IMyTerminalBlock, System.Boolean, System.Double, System.Nullable<Vector3D>, Base6Directions.Direction> |