| Close() |
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| GetObjectBuilder(bool) |
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| Init(MyObjectBuilder_EntityBase) |
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| Init(StringBuilder, string, MyEntity, float?, string) |
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| MarkForClose() |
This method marks this entity for close which means, that Close will be called after all entities are updated |
| OnAddedToContainer() |
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| UpdateAfterSimulation() |
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| UpdateAfterSimulation10() |
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| UpdateAfterSimulation100() |
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| UpdateBeforeSimulation() |
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| UpdateBeforeSimulation10() |
Called each 10th frame if registered for update10 |
| UpdateBeforeSimulation100() |
Called each 100th frame if registered for update100 |
| UpdateOnceBeforeFrame() |
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| UpdatingStopped() |
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| Close() |
Inherited from MyGameLogicComponent |
| Deserialize(MyObjectBuilder_ComponentBase) |
Inherited from IMyComponentBase |
| Deserialize(MyObjectBuilder_ComponentBase) |
Inherited from MyComponentBase |
| GetAs() |
Inherited from IMyComponentBase |
| GetAs() |
Inherited from MyComponentBase |
| GetObjectBuilder(bool) |
Inherited from MyGameLogicComponent |
| Init(MyComponentDefinitionBase) |
Inherited from IMyComponentBase |
| Init(MyObjectBuilder_EntityBase) |
Inherited from MyGameLogicComponent |
| Init(MyComponentDefinitionBase) |
Inherited from MyComponentBase |
| IsSerialized() |
Inherited from IMyComponentBase |
| IsSerialized() |
Tells the component container serializer whether this component should be saved
Inherited from MyComponentBase |
| MarkForClose() |
Inherited from MyGameLogicComponent |
| OnAddedToContainer() |
Inherited from IMyComponentBase |
| OnAddedToContainer() |
Inherited from MyEntityComponentBase |
| OnAddedToContainer() |
Gets called after the container of this component changes
Inherited from MyComponentBase |
| OnAddedToScene() |
Inherited from IMyComponentBase |
| OnAddedToScene() |
CH: TOOD: Be careful! This does not get called if the component is added to a container that is in the scene already!
Inherited from MyComponentBase |
| OnBeforeRemovedFromContainer() |
Inherited from IMyComponentBase |
| OnBeforeRemovedFromContainer() |
Inherited from MyEntityComponentBase |
| OnBeforeRemovedFromContainer() |
Gets called before the removal of this component from a container
Inherited from MyComponentBase |
| OnRemovedFromScene() |
Inherited from IMyComponentBase |
| OnRemovedFromScene() |
CH: TOOD: Be careful! This does not get called if the component is removed from a container that is still in the scene!
Inherited from MyComponentBase |
| Serialize(bool) |
Inherited from IMyComponentBase |
| Serialize(bool) |
Inherited from MyComponentBase |
| SetContainer(IMyComponentContainer) |
Inherited from IMyComponentBase |
| SetContainer(IMyComponentContainer) |
Sets the container of this component. Note that the component is not added to the container here! Therefore, use MyComponentContainer.Add(...) method and it will in turn call this method. Actually, you should seldom have the need to call this method yourself.
Inherited from MyComponentBase |
| UpdateAfterSimulation() |
Inherited from MyGameLogicComponent |
| UpdateAfterSimulation10() |
Inherited from MyGameLogicComponent |
| UpdateAfterSimulation100() |
Inherited from MyGameLogicComponent |
| UpdateBeforeSimulation() |
Inherited from MyGameLogicComponent |
| UpdateBeforeSimulation10() |
Inherited from MyGameLogicComponent |
| UpdateBeforeSimulation100() |
Inherited from MyGameLogicComponent |
| UpdateOnceBeforeFrame() |
Inherited from MyGameLogicComponent |
| UpdatingStopped() |
Inherited from MyGameLogicComponent |