Sandbox.ModAPI
IMyOffensiveCombatHitAndRun
Assembly: Sandbox.Common.dll
public interface IMyOffensiveCombatHitAndRun: IMyOffensiveCombatHitAndRun, IMyAttackPatternComponent, IMyAttackPatternComponent
Describes entity component for AttackPattern of offensive combat block
Events
| Member | Description |
|---|---|
| StateChanged | Triggered when changed state between IsMovingAwayFromTarget, IsMovingToTarget, and idle state |
Properties
| Member | Description |
|---|---|
| BlockValidation | Gets or sets function that is called when block caches all available weapons, and called on server to validate, that user selected weapon is correct Used for adding custom weapons. By default used reference to Keen default function Must not be null. You need override it on server and client |
| ClearBlocksShootingState | Gets or sets function that is called when grid is copied. You need clear state of shooting weapons By default used reference to Keen default function Must not be null. You need override it on server and client IMyCubeGrid - original grid which would be copied MyObjectBuilder_CubeGrid - grid which state you need clear IMyAttackPatternComponent - attack pattern, that calls this clear |
| GetFirstWeaponForwardVector | Gets or sets function that is called to know how grid should rotate to face target By default used reference to Keen default function (returns WorldMatrix.Forward vector) IMyAttackPatternComponent - attack pattern, that calls this clear Returns blocks WorldMatrix.Forward |
| GetPredictedLookAt | Gets or sets function that is called for aiming grid at enemy By default used reference to Keen default function Must not be null. You need override it on server and client IMyEntity - entity that you should aim at predicting it's future position, and bullet speed IMyAttackPatternComponent - current component that need aim Double - distance to target squared Returns world position |
| SetShooting | Gets or sets function that is called per block requesting it start or stop shooting. Used for adding custom weapons. By default used reference to Keen default function Must not be null. You need override it on server and client IMyCubeBlock - Weapon block to test bool - Should block shoot or not double - DistanceToTargetSq squared distance in meters to target Vector3D? - aim position, predicted shoot position Base6Directions.Direction - shoot direction Called in parallel update of Autopilot |
| AttackPatternId | Gets attack pattern id Inherited from IMyAttackPatternComponent |
| AttackPatternName | Gets attack pattern name Inherited from IMyAttackPatternComponent |
| AttackPatternTooltip | Gets attack pattern tooltip Inherited from IMyAttackPatternComponent |
| BreakOffDistance | Gets or sets break off distance (in meters) Inherited from IMyOffensiveCombatHitAndRun |
| HasEnemy | Gets if attack pattern has enemy in range Inherited from IMyAttackPatternComponent |
| IsMovingAwayFromTarget | Gets if grid is moving away from target Inherited from IMyOffensiveCombatHitAndRun |
| IsMovingToTarget | Gets if grid is moving to target Inherited from IMyOffensiveCombatHitAndRun |
| IsSelected | Gets if attack pattern is selected Inherited from IMyAttackPatternComponent |
| IsSelected | Gets if attack pattern is selected Inherited from IMyAttackPatternComponent |
| RetreatAngle | Gets or sets retreat angle (in degrees) Inherited from IMyOffensiveCombatHitAndRun |
| RetreatDistance | Gets or sets max distance that grid can run away from target Inherited from IMyOffensiveCombatHitAndRun |
| RetreatTimeout | Gets or sets max time that grid can run away from target Inherited from IMyOffensiveCombatHitAndRun |
Methods
| Member | Description |
|---|---|
| AppendCustomInfo(StringBuilder) | Override to add information about mission status Inherited from IMyAttackPatternComponent |
| CreateTerminalInterfaceControls |
Inherited from IMyAttackPatternComponent |
| GetSelectedWeapons(List |
Gets weapons that should be used to damage to attack enemy May return also modded guns EntityId. Inherited from IMyOffensiveCombatHitAndRun |
| IsWeaponSelected(long) | Gets if weapon is selected Inherited from IMyOffensiveCombatHitAndRun |
| SetSelectedWeapons(List |
Sets weapons EntityIds that can would be used to damage to attack enemy Modded gun are allowed, but you need override BlockValidation and SetShooting Inherited from IMyOffensiveCombatHitAndRun |
Implements: