Sandbox.ModAPI
MyEntitiesHelper ModAPI
Assembly: Sandbox.Game.dll
public class MyEntitiesHelper_ModAPI: IMyEntities
Events
| Member | Description |
|---|---|
| OnCloseAll | Called when session unloads, before grids are closed Inherited from IMyEntities |
| OnEntityAdd | Called when AddEntity(IMyEntity, bool) called on entity Inherited from IMyEntities |
| OnEntityNameSet | Called when entity gets Name . First string - old name, Second - new name Inherited from IMyEntities |
| OnEntityRemove | Called when RemoveEntity(IMyEntity) called on entity Inherited from IMyEntities |
Constructors
| Member | Description |
|---|---|
| MyEntitiesHelper_ModAPI() |
Methods
| Member | Description |
|---|---|
| AddEntity(IMyEntity, bool) | Registers entity Inherited from IMyEntities |
| CreateFromObjectBuilder(MyObjectBuilder_EntityBase) | Create entity from object builder Inherited from IMyEntities |
| CreateFromObjectBuilderAndAdd(MyObjectBuilder_EntityBase) | Create entity from object builder, and then call AddEntity(IMyEntity, bool) Inherited from IMyEntities |
| CreateFromObjectBuilderNoinit(MyObjectBuilder_EntityBase) | Create new entity from objectBuilder, but doesn't call Inherited from IMyEntities |
| CreateFromObjectBuilderParallel(MyObjectBuilder_EntityBase, bool, Action |
Creates and asynchronously initializes and entity. Inherited from IMyEntities |
| EnableEntityBoundingBoxDraw(IMyEntity, bool, Vector4?, float, Vector3?) | Draw bounding box around entity Inherited from IMyEntities |
| EntityExists(string) | Returns if entity with provided name exists Inherited from IMyEntities |
| EntityExists(long) | Returns if entity with provided name exists Inherited from IMyEntities |
| EntityExists(long?) | Returns if entity with provided name exists Inherited from IMyEntities |
| Exist(IMyEntity) | Checks if entity is registered entity Inherited from IMyEntities |
| FindFreePlace(Vector3D, float, int, int, float) | Use to find place that doesn't have any voxels, grids, or physical bodies. If original position can't fill check sphere, new position in some distance is picked. Distance grows each testsPerDistance attempts. Maximum distance from BasePos that can be used is calculated by formula: maxTestCount / testsPerDistance * radius * stepSize Inherited from IMyEntities |
| GetElementsInBox(ref BoundingBoxD) | Returns list of entities that intersects with BoundingBox. This function will return CubeBlocks. This function works slower than GetTopMostEntitiesInBox(ref BoundingBoxD) Inherited from IMyEntities |
| GetEntities(HashSet |
Get all entities matching condition Inherited from IMyEntities |
| GetEntitiesInAABB(ref BoundingBoxD) | Returns list of entities that intersects with BoundingBox. This function will return CubeBlocks. This function works slower than GetTopMostEntitiesInBox(ref BoundingBoxD) Inherited from IMyEntities |
| GetEntitiesInSphere(ref BoundingSphereD) | Returns list of entities that intersects with sphere. This function will return CubeBlocks. This function works slower than GetTopMostEntitiesInSphere(ref BoundingSphereD) Inherited from IMyEntities |
| GetEntity(Func<IMyEntity, bool>) | Get first entity that matching condition Inherited from IMyEntities |
| GetEntityById(long) | Returns entity with provided entityId Inherited from IMyEntities |
| GetEntityById(long?) | Returns entity with provided entityId Inherited from IMyEntities |
| GetEntityByName(string) | Returns entity with provided name Inherited from IMyEntities |
| GetInflatedPlayerBoundingBox(ref BoundingBoxD, float) | Making playerBox include all connected players Inherited from IMyEntities |
| GetIntersectionWithSphere(ref BoundingSphereD) | Returns first found (not closest) entity that intersects with sphere Inherited from IMyEntities |
| GetIntersectionWithSphere(ref BoundingSphereD, IMyEntity, IMyEntity) | Returns first found (not closest) entity that intersects with sphere Inherited from IMyEntities |
| GetIntersectionWithSphere(ref BoundingSphereD, IMyEntity, IMyEntity, bool, bool, bool, bool, bool) | Returns first found (not closest) entity that intersects with sphere Inherited from IMyEntities |
| GetIntersectionWithSphere(ref BoundingSphereD, IMyEntity, IMyEntity, bool, bool) | Returns list of entities that intersects with sphere Inherited from IMyEntities |
| GetTopMostEntitiesInBox(ref BoundingBoxD) | Returns list of TopMost entities that intersects with bounding box. This function won't return CubeBlocks. Use GetElementsInBox(ref BoundingBoxD) to retrieve CubeBlocks also.Inherited from IMyEntities |
| GetTopMostEntitiesInSphere(ref BoundingSphereD) | Returns list of TopMost entities that intersects with sphere. This function won't return CubeBlocks. Use GetEntitiesInSphere(ref BoundingSphereD) to retrieve CubeBlocks also.Inherited from IMyEntities |
| IsInsideVoxel(Vector3D, Vector3D, out Vector3D) | Return true if line between pos and hintPosition doesn't intersect any voxel, or intersects it even number of times Does inside physical ray casting inside Inherited from IMyEntities |
| IsInsideWorld(Vector3D) | Returns true if distance from 0,0,0 to provided position is less than WorldHalfExtent() Inherited from IMyEntities |
| IsNameExists(IMyEntity, string) | Checks if registered name belongs to this entity Inherited from IMyEntities |
| IsRaycastBlocked(Vector3D, Vector3D) | Returns true if raycast hits anything (with raycast layer=0) Inherited from IMyEntities |
| IsSpherePenetrating(ref BoundingSphereD) | Checks if sphere hits any HkRigidBodyprohibitedInherited from IMyEntities |
| IsTypeHidden(Type) | Gets whether entities that inherit type is visible or not. Example:csharp<br />IsTypeHidden(typeof (IMyCubeGrid))<br /><br />Inherited from IMyEntities |
| IsVisible(IMyEntity) | Gets whether entity is visible or not because of SetTypeHidden(Type, bool) Inherited from IMyEntities |
| IsWorldLimited() | Return whether world has limited size in kilometers Inherited from IMyEntities |
| MarkForClose(IMyEntity) | Mark entity as closed. Soon it would be deleted. Doesn't call Close() Inherited from IMyEntities |
| RegisterForDraw(IMyEntity) | Make entity receive PrepareForDraw and sending to it's Render Draw call Inherited from IMyEntities |
| RegisterForUpdate(IMyEntity) | Make entity receive UpdateBeforeSimulation, UpdateBefore10Simulation, UpdateBefore100Simulation, UpdateAfterSimulation, UpdateAfter10Simulation, UpdateAfter100Simulation, Simulate, UpdateBeforeNextFrame depending on it's NeedsUpdate flags. Physics are still simulated Inherited from IMyEntities |
| RemapObjectBuilder(MyObjectBuilder_EntityBase) | Remaps this entity's EntityId and Name to a new values. Inherited from IMyEntities |
| RemapObjectBuilderCollection(IEnumerable<MyObjectBuilder_EntityBase>) | Remaps this entity's EntityId and Name to a new values. Inherited from IMyEntities |
| RemoveEntity(IMyEntity) | Unregisters entity Inherited from IMyEntities |
| RemoveFromClosedEntities(IMyEntity) | Remove entity from lists of closed entities Inherited from IMyEntities |
| RemoveName(IMyEntity) | Removes registered name from entity. Inherited from IMyEntities |
| SetEntityName(IMyEntity, bool) | Apply Name for entity Inherited from IMyEntities |
| SetTypeHidden(Type, bool) | Entities that inherit that type would be visible/invisible. Inherited from IMyEntities |
| TryGetEntityById(long, out IMyEntity) | Returns entity with provided id Inherited from IMyEntities |
| TryGetEntityById(long?, out IMyEntity) | Returns entity with provided id Inherited from IMyEntities |
| TryGetEntityByName(string, out IMyEntity) | Returns entity with provided name Inherited from IMyEntities |
| UnhideAllTypes() | Revert all changes to default. Make all entities visible, that were hidden because of SetTypeHidden(Type, bool) Inherited from IMyEntities |
| UnregisterForDraw(IMyEntity) | Unregistering entity from PrepareForDraw events and it Render from Draw calls. Entity may still be rendered Inherited from IMyEntities |
| UnregisterForUpdate(IMyEntity, bool) | Unregistering entity from following updates: UpdateBeforeSimulation, UpdateBefore10Simulation, UpdateBefore100Simulation, UpdateAfterSimulation, UpdateAfter10Simulation, UpdateAfter100Simulation, Simulate, UpdateBeforeNextFrame Physics are still simulated Inherited from IMyEntities |
| WorldHalfExtent() | Returns shortest distance (i.e. axis-aligned) to the world border from the world center. Will be 0 if world is borderless Inherited from IMyEntities |
| WorldSafeHalfExtent() | Returns shortest distance (i.e. axis-aligned) to the world border from the world center, minus 600m to make spawning somewhat safer. Will be 0 if world is borderless Inherited from IMyEntities |
| GetInflatedPlayerBoundingBox(ref BoundingBox, float) | Obsolete Inherited from IMyEntities |
| IsInsideVoxel(Vector3, Vector3, out Vector3) | Obsolete Inherited from IMyEntities |
Implements: