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Namespace VRage.Game.Components

Classes

IntersectionFlags

MyAggregateComponentList

MyAnimationControllerComponent

Entity component containing animation controller.

MyAnimationControllerComponentLoadFromDef

MyComponentAggregateExtensions

MyComponentBase

MyComponentBuilderAttribute

MyComponentContainer

MyComponentFactory

MyComponentTypeAttribute

MyComponentTypeFactory

MyDebugRenderComponentBase

MyEntityComponentBase

MyEntityComponentContainer

MyEntityComponentDescriptor

MyEntityComponentsDebugDraw

MyEntityContainerEventExtensions

TODO: This should change in future. Cestmir should already know how to change this to some kind of dispatcher that will inform components Until then, this is now used to inform MyEntityDurabilityComponent if present in the container about changes

MyEntityContainerEventExtensions.ControlAcquiredParams

Params to be passed with ControlAcquiredEvent..

MyEntityContainerEventExtensions.ControlReleasedParams

Params to be passed with ControlAcquiredEvent..

MyEntityContainerEventExtensions.EntityEventHandler

Handler to be called on event

MyEntityContainerEventExtensions.EntityEventParams

Base class for passing parameters, derive for it to pass different params, keep the names consistent ie. EntityEventType = Hit => params should be type of HitParams

MyEntityContainerEventExtensions.HitParams

Params to pass hitted entity

MyEntityContainerEventExtensions.InventoryChangedParams

This class is used to inform about changes in inventory

MyEntityContainerEventExtensions.ModelChangedParams

This class object is passed as argument with ModelChanged entity event

MyEntityDependencyTypeAttribute

Entity Dependency type is required for entity component. If entity type is not equal, subclass or assignable, entity component will not be created and it's considered as error.

MyEntityStorageComponent

MyGameLogicComponent

MyHierarchyComponent<TYPE>

MyHierarchyComponentBase

MyIngameScript

MyModStorageComponentBase

MyNullGameLogicComponent

MyNullPositionComponent

MyNullRenderComponent

MyPhysicsComponentBase

MyPhysicsForceType

Force type applied to physic object.

MyPositionComponent

MyPositionComponentBase

MyRenderComponentBase

MyRenderComponentBaseExtensions

MyResourceSinkComponentBase

MyResourceSinkInfo

MyResourceSourceComponentBase

MyRespawnComponent

MySessionComponentBase

MySessionComponentDescriptor

MySessionComponentMapping

MySyncComponentBase

MyUpdateOrder

MyUseObjectsComponentBase

RigidBodyFlag

Physical shape settings

Interfaces

IMyComponentAggregate

When creating a new aggregate component type, derive from this interface so that you can use extension methods AddComponent and RemoveComponent

IMyComponentOwner<T>

Always implement explicitly, because of Obfuscation

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