Interface IMyOffensiveCombatHitAndRun
Describes entity component for AttackPattern of offensive combat block
Inherited Members
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Syntax
public interface IMyOffensiveCombatHitAndRun : IMyAttackPatternComponent
Properties
BreakOffDistance
Gets or sets break off distance (in meters)
Declaration
float BreakOffDistance { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
IsMovingAwayFromTarget
Gets if grid is moving away from target
Declaration
bool IsMovingAwayFromTarget { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsMovingToTarget
Gets if grid is moving to target
Declaration
bool IsMovingToTarget { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
RetreatAngle
Gets or sets retreat angle (in degrees)
Declaration
float RetreatAngle { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
RetreatDistance
Gets or sets max distance that grid can run away from target
Declaration
float RetreatDistance { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
RetreatTimeout
Gets or sets max time that grid can run away from target
Declaration
float RetreatTimeout { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
Methods
GetSelectedWeapons(List<Int64>)
Gets weapons that should be used to damage to attack enemy May return also modded guns EntityId.
Declaration
void GetSelectedWeapons(List<long> blockEntityIds)
Parameters
Type | Name | Description |
---|---|---|
System.Collections.Generic.List<System.Int64> | blockEntityIds | List where all Ids would be added |
IsWeaponSelected(Int64)
Gets if weapon is selected
Declaration
bool IsWeaponSelected(long blockEntityId)
Parameters
Type | Name | Description |
---|---|---|
System.Int64 | blockEntityId | True if block is selected |
Returns
Type | Description |
---|---|
System.Boolean |
SetSelectedWeapons(List<Int64>)
Sets weapons EntityIds that can would be used to damage to attack enemy Modded gun are allowed, but you need override BlockValidation and SetShooting
Declaration
void SetSelectedWeapons(List<long> blockEntityId)
Parameters
Type | Name | Description |
---|---|---|
System.Collections.Generic.List<System.Int64> | blockEntityId |