Interface IMyCharacter
Describes character (mods interface)
Inherited Members
Namespace: VRage.Game.ModAPI
Assembly: VRage.Game.dll
Syntax
public interface IMyCharacter : IMyEntity, IMyEntity, IMyControllableEntity, IMyCameraController, IMyDestroyableObject, IMyDecalProxy
Properties
AimedPoint
Gets or, for non-player controlled characters, sets the aimed point direction.
Declaration
Vector3D AimedPoint { get; set; }
Property Value
Type | Description |
---|---|
Vector3D |
Remarks
For characters, which are not controlled by player, this will set the aimed point, otherwise the aimed point is determined from camera matrix
BaseMass
Gets the base mass of the character
Declaration
float BaseMass { get; }
Property Value
Type | Description |
---|---|
System.Single |
CharacterGeneralDamageModifier
Allows you to get or set the damage modifier of a character.
Declaration
float CharacterGeneralDamageModifier { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
CurrentMass
Gets the entire mass of the character, including inventory
Declaration
float CurrentMass { get; }
Property Value
Type | Description |
---|---|
System.Single |
CurrentMovementState
Gets the character's current movement state.
Declaration
MyCharacterMovementEnum CurrentMovementState { get; set; }
Property Value
Type | Description |
---|---|
MyCharacterMovementEnum |
Definition
The character definition. Cast to MyCharacterDefinition.
Declaration
MyDefinitionBase Definition { get; }
Property Value
Type | Description |
---|---|
MyDefinitionBase |
Remarks
Until refactoring is complete, casting this to MyCharacterDefinition is needed.
EnvironmentOxygenLevel
Gets the amount of oxygen in the surrounding environment
Declaration
float EnvironmentOxygenLevel { get; }
Property Value
Type | Description |
---|---|
System.Single |
EquippedTool
Gets currently equipped tool (IMyHandheldGunObject)
Declaration
IMyEntity EquippedTool { get; }
Property Value
Type | Description |
---|---|
IMyEntity |
IsBot
Returns true if this character is an AI character, otherwise false.
Declaration
bool IsBot { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsDead
Returns true if this character is dead
Declaration
bool IsDead { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
IsPlayer
Returns true if this character is a player character, otherwise false.
Declaration
bool IsPlayer { get; }
Property Value
Type | Description |
---|---|
System.Boolean |
OxygenLevel
Gets the amount of oxygen at the character location from air pressure system (grids with airtightness)
Declaration
float OxygenLevel { get; }
Property Value
Type | Description |
---|---|
System.Single |
PreviousMovementState
Gets the character's previous movement state.
Declaration
MyCharacterMovementEnum PreviousMovementState { get; }
Property Value
Type | Description |
---|---|
MyCharacterMovementEnum |
SuitEnergyLevel
Returns the amount of energy the suit has, values will range between 0 and 1, where 0 is no charge and 1 is full charge.
Declaration
float SuitEnergyLevel { get; }
Property Value
Type | Description |
---|---|
System.Single |
Methods
add_MovementStateChanged(CharacterMovementStateChangedDelegate)
Declaration
void add_MovementStateChanged(CharacterMovementStateChangedDelegate value)
Parameters
Type | Name | Description |
---|---|---|
CharacterMovementStateChangedDelegate | value |
add_OnMovementStateChanged(CharacterMovementStateDelegate)
Declaration
void add_OnMovementStateChanged(CharacterMovementStateDelegate value)
Parameters
Type | Name | Description |
---|---|---|
CharacterMovementStateDelegate | value |
GetOutsideTemperature()
Returns outside temperature around character. If character is in presurrized/oxygen environment, then the temperature is always friendly.
Declaration
float GetOutsideTemperature()
Returns
Type | Description |
---|---|
System.Single | 0 for extreme freeze, 0.5 for cozy, 1.0 for extreme hot |
GetSuitGasFillLevel(MyDefinitionId)
Returns the amount of gas left in the suit, values will range between 0 and 1, where 0 is no gas and 1 is full gas.
Declaration
float GetSuitGasFillLevel(MyDefinitionId gasDefinitionId)
Parameters
Type | Name | Description |
---|---|---|
MyDefinitionId | gasDefinitionId | Definition Id of the gas. Common example: new MyDefinitionId(typeof(MyObjectBuilder_GasProperties), "Oxygen") |
Returns
Type | Description |
---|---|
System.Single |
Kill(Object)
Kills the character
Declaration
void Kill(object killData = null)
Parameters
Type | Name | Description |
---|---|---|
System.Object | killData |
remove_MovementStateChanged(CharacterMovementStateChangedDelegate)
Declaration
void remove_MovementStateChanged(CharacterMovementStateChangedDelegate value)
Parameters
Type | Name | Description |
---|---|---|
CharacterMovementStateChangedDelegate | value |
remove_OnMovementStateChanged(CharacterMovementStateDelegate)
Declaration
void remove_OnMovementStateChanged(CharacterMovementStateDelegate value)
Parameters
Type | Name | Description |
---|---|---|
CharacterMovementStateDelegate | value |
TriggerCharacterAnimationEvent(String, Boolean)
Trigger animation event in the new animation system. If there is a transition leading from current animation state having same name as this event, animation state machine will change state accordingly. If not, nothing happens.
Declaration
void TriggerCharacterAnimationEvent(string eventName, bool sync)
Parameters
Type | Name | Description |
---|---|---|
System.String | eventName | Event name. |
System.Boolean | sync | Synchronize over network |
Events
CharacterDied
Event triggered when character dies
Declaration
event Action<IMyCharacter> CharacterDied
Event Type
Type | Description |
---|---|
System.Action<IMyCharacter> |
MovementStateChanged
Called when the movement state changes
Declaration
event CharacterMovementStateChangedDelegate MovementStateChanged
Event Type
Type | Description |
---|---|
CharacterMovementStateChangedDelegate |
OnMovementStateChanged
Declaration
event CharacterMovementStateDelegate OnMovementStateChanged
Event Type
Type | Description |
---|---|
CharacterMovementStateDelegate |