| static Clear() |
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| static GetConveyorEndpointBlock(IMyEntity) |
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| static IsConveyorConnectionRequiredTotal(MyDefinitionId) |
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| static IsConveyorConnectionRequiredTotal(ref MyDefinitionId) |
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| AddSink(MyResourceSinkComponent) |
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| AddSource(MyResourceSourceComponent) |
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| ChangeSourcesState(MyDefinitionId, MyMultipleEnabledEnum, long, MyCubeGrid) |
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| ClearData() |
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| ConveyorSystem_OnPoweredChanged() |
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| DebugDraw(MyEntity) |
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| GetElectricalGridsGroups() |
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| GetElectricalGroupIndex(ref MyDefinitionId, MyCubeGrid) |
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| GetSourceCount(MyDefinitionId, MyStringHash) |
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| MarkConveyoredResourcesDirty() |
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| MarkForUpdate() |
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| MaxAvailableResourceByType(MyDefinitionId, MyCubeGrid) |
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| MaxAvailableResourceByType(MyDefinitionId, IMyCubeGrid) |
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| RecomputeResourceDistribution(ref MyDefinitionId, bool) |
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| RemainingFuelTimeByType(MyDefinitionId, MyCubeGrid) |
Specify grid when asking for electricity. |
| RemoveSink(MyResourceSinkComponent, bool, bool) |
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| RemoveSource(MyResourceSourceComponent) |
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| ResourceStateByType(MyDefinitionId, bool, MyCubeGrid) |
Specify grid when asking for electricity. Electricity is shared only between certain grids. |
| SetDataDirty(MyDefinitionId) |
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| SetNeedRecompute(MyDefinitionId) |
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| SetNeedRecomputeAll() |
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| SourcesEnabledByType(MyDefinitionId) |
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| TotalRequiredInputByType(MyDefinitionId, MyCubeGrid) |
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| TotalRequiredInputByType(MyDefinitionId, IMyCubeGrid) |
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| UpdateBeforeSimulation() |
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| UpdateBeforeSimulation100() |
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| UpdateHud(MyHudSinkGroupInfo) |
Computes number of groups that have enough energy to work. |
| Deserialize(MyObjectBuilder_ComponentBase) |
Inherited from IMyComponentBase |
| Deserialize(MyObjectBuilder_ComponentBase) |
Inherited from MyComponentBase |
| GetAs() |
Inherited from IMyComponentBase |
| GetAs() |
Inherited from MyComponentBase |
| Init(MyComponentDefinitionBase) |
Inherited from IMyComponentBase |
| Init(MyComponentDefinitionBase) |
Inherited from MyComponentBase |
| IsSerialized() |
Inherited from IMyComponentBase |
| IsSerialized() |
Tells the component container serializer whether this component should be saved
Inherited from MyComponentBase |
| MaxAvailableResourceByType(MyDefinitionId, IMyCubeGrid) |
Gets maximum resource available by resource type
Inherited from IMyResourceDistributorComponent |
| 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 |
| TotalRequiredInputByType(MyDefinitionId, IMyCubeGrid) |
Gets currently needed resource by resource type
Inherited from IMyResourceDistributorComponent |