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Interface IMyOffensiveCombatHitAndRun

Describes entity component for AttackPattern of offensive combat block

Inherited Members
IMyOffensiveCombatHitAndRun.GetSelectedWeapons(List<Int64>)
IMyOffensiveCombatHitAndRun.SetSelectedWeapons(List<Int64>)
IMyOffensiveCombatHitAndRun.IsWeaponSelected(Int64)
IMyOffensiveCombatHitAndRun.IsMovingAwayFromTarget
IMyOffensiveCombatHitAndRun.IsMovingToTarget
IMyOffensiveCombatHitAndRun.RetreatTimeout
IMyOffensiveCombatHitAndRun.RetreatDistance
IMyOffensiveCombatHitAndRun.RetreatAngle
IMyOffensiveCombatHitAndRun.BreakOffDistance
IMyAttackPatternComponent.AppendCustomInfo(StringBuilder)
IMyAttackPatternComponent.CreateTerminalInterfaceControls<T>()
IMyAttackPatternComponent.IsSelected
IMyAttackPatternComponent.AttackPatternName
IMyAttackPatternComponent.AttackPatternTooltip
IMyAttackPatternComponent.AttackPatternId
IMyAttackPatternComponent.HasEnemy
Namespace: Sandbox.ModAPI
Assembly: Sandbox.Common.dll
Syntax
public interface IMyOffensiveCombatHitAndRun : IMyOffensiveCombatHitAndRun, 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>

Events

StateChanged

Triggered when changed state between IsMovingAwayFromTarget, IsMovingToTarget, and idle state

Declaration
event Action<IMyOffensiveCombatHitAndRun> StateChanged
Event Type
Type Description
System.Action<IMyOffensiveCombatHitAndRun>
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