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