C# Class idTech4.Game.idEntity

Inheritance: IDisposable
Afficher le fichier Open project: iainmckay/idtech4.net Class Usage Examples

Méthodes publiques

Свойство Type Description
IndexNone int

Protected Properties

Свойство Type Description
_renderEntity idTech4.Renderer.RenderEntityComponent
_renderModel idTech4.Renderer.idRenderEntity
_renderView idTech4.Renderer.idRenderView

Méthodes publiques

Méthode Description
ActivatePhysics ( idEntity entity ) : void

Activate the physics object.

AddContactEntity ( idEntity entity ) : void
AddDamageEffect ( object collision, Vector3 velocity, string damageDefName ) : void
AddForce ( idEntity entity, int id, Vector3 point, Vector3 force ) : void
ApplyImpulse ( idEntity entity, int id, Vector3 point, Vector3 impulse ) : void
BecomeActive ( EntityThinkFlags flags ) : void
BecomeInactive ( EntityThinkFlags flags ) : void
ClientPredictionThink ( ) : void
ClientReceiveEvent ( int ev, int time, idBitMsg msg ) : bool
Collide ( object collision, Vector3 velocity ) : bool
ConstructScriptObject ( ) : idThread

Called during idEntity::Spawn. Calls the constructor on the script object.

Damage ( idEntity inflictor, idEntity attacker, Vector3 direction, string damageDefName, float damageScale, int location ) : void

DamageFeedback ( idEntity victim, idEntity inflictor, int &damage ) : void

Callback function for when another entity received damage from this entity. damage can be adjusted and returned to the caller.

Dispose ( ) : void
FreeModelDef ( ) : void
GetImpactInfo ( idEntity entity, int id, Vector3 point ) : object
GetMasterPosition ( Vector3 &masterOrigin, Matrix &masterAxis ) : bool
GetPhysicsToSoundTransform ( Vector3 &origin, Matrix &axis ) : bool
GetPhysicsToVisualTransform ( Vector3 &origin, Matrix &axis ) : bool
HandleSingleGuiCommand ( idEntity entityGui, idLexer lexer ) : bool
Hide ( ) : void
Pain ( idEntity inflictor, idEntity attacker, int damage, Vector3 direction, int location ) : bool

Called whenever an entity recieves damage. Returns whether the entity responds to the pain.

Present ( ) : void

Present is called to allow entities to generate refEntities, lights, etc for the renderer.

ProjectOverlay ( Vector3 origin, Vector3 direction, float size, string material ) : void
ReadFromSnapshot ( idBitMsgDelta msg ) : void
RemoveContactEntity ( idEntity entity ) : void
Restore ( object savefile ) : void
Save ( object savefile ) : void
ServerReceiveEvent ( int ev, int time, idBitMsg msg ) : bool
Show ( ) : void
Spawn ( ) : void
Teleport ( Vector3 origin, idAngles angles, idEntity destination ) : void
Think ( ) : void
UpdateAnimationControllers ( ) : bool
UpdateChangeableSpawnArgs ( idDict source ) : void

Any key/value pair that might change during the course of the game (e.g. via a gui) should be initialize here so a gui or other trigger can change something and have it updated properly. An optional source may be provided if the values reside in an outside dictionary and first need copied over to spawnArgs.

WriteToSnapshot ( idBitMsgDelta msg ) : void
idEntity ( ) : System

Méthodes protégées

Méthode Description
Dispose ( bool disposing ) : void
ModelCallback ( idRenderEntity renderEntity, idRenderView renderView ) : bool

May not change the game state whatsoever!

SetModel ( string modelName ) : void
SetPhysics ( idPhysics phys ) : void
UpdateRenderEntity ( idRenderEntity renderEntity, idRenderView renderView ) : bool
UpdateVisuals ( ) : void

Private Methods

Méthode Description
ClearPVSAreas ( ) : void
InitDefaultPhysics ( Vector3 origin, Matrix axis ) : void
UpdateModel ( ) : void
UpdateModelTransform ( ) : void

Method Details

ActivatePhysics() public méthode

Activate the physics object.
public ActivatePhysics ( idEntity entity ) : void
entity idEntity Entity activating us.
Résultat void

AddContactEntity() public méthode

public AddContactEntity ( idEntity entity ) : void
entity idEntity
Résultat void

AddDamageEffect() public méthode

public AddDamageEffect ( object collision, Vector3 velocity, string damageDefName ) : void
collision object
velocity Vector3
damageDefName string
Résultat void

AddForce() public méthode

public AddForce ( idEntity entity, int id, Vector3 point, Vector3 force ) : void
entity idEntity
id int
point Vector3
force Vector3
Résultat void

ApplyImpulse() public méthode

public ApplyImpulse ( idEntity entity, int id, Vector3 point, Vector3 impulse ) : void
entity idEntity
id int
point Vector3
impulse Vector3
Résultat void

BecomeActive() public méthode

public BecomeActive ( EntityThinkFlags flags ) : void
flags EntityThinkFlags
Résultat void

BecomeInactive() public méthode

public BecomeInactive ( EntityThinkFlags flags ) : void
flags EntityThinkFlags
Résultat void

ClientPredictionThink() public méthode

public ClientPredictionThink ( ) : void
Résultat void

ClientReceiveEvent() public méthode

public ClientReceiveEvent ( int ev, int time, idBitMsg msg ) : bool
ev int
time int
msg idBitMsg
Résultat bool

Collide() public méthode

public Collide ( object collision, Vector3 velocity ) : bool
collision object
velocity Vector3
Résultat bool

ConstructScriptObject() public méthode

Called during idEntity::Spawn. Calls the constructor on the script object.
public ConstructScriptObject ( ) : idThread
Résultat idThread

Damage() public méthode

public Damage ( idEntity inflictor, idEntity attacker, Vector3 direction, string damageDefName, float damageScale, int location ) : void
inflictor idEntity Entity that is causing the damage.
attacker idEntity Entity that caused the inflictor to cause damage to us.
direction Vector3 Direction of the attack for knockback in global space.
damageDefName string
damageScale float
location int
Résultat void

DamageFeedback() public méthode

Callback function for when another entity received damage from this entity. damage can be adjusted and returned to the caller.
public DamageFeedback ( idEntity victim, idEntity inflictor, int &damage ) : void
victim idEntity
inflictor idEntity
damage int
Résultat void

Dispose() public méthode

public Dispose ( ) : void
Résultat void

Dispose() protected méthode

protected Dispose ( bool disposing ) : void
disposing bool
Résultat void

FreeModelDef() public méthode

public FreeModelDef ( ) : void
Résultat void

GetImpactInfo() public méthode

public GetImpactInfo ( idEntity entity, int id, Vector3 point ) : object
entity idEntity
id int
point Vector3
Résultat object

GetMasterPosition() public méthode

public GetMasterPosition ( Vector3 &masterOrigin, Matrix &masterAxis ) : bool
masterOrigin Vector3
masterAxis Matrix
Résultat bool

GetPhysicsToSoundTransform() public méthode

public GetPhysicsToSoundTransform ( Vector3 &origin, Matrix &axis ) : bool
origin Vector3
axis Matrix
Résultat bool

GetPhysicsToVisualTransform() public méthode

public GetPhysicsToVisualTransform ( Vector3 &origin, Matrix &axis ) : bool
origin Vector3
axis Matrix
Résultat bool

HandleSingleGuiCommand() public méthode

public HandleSingleGuiCommand ( idEntity entityGui, idLexer lexer ) : bool
entityGui idEntity
lexer idTech4.Text.idLexer
Résultat bool

Hide() public méthode

public Hide ( ) : void
Résultat void

ModelCallback() protected méthode

May not change the game state whatsoever!
protected ModelCallback ( idRenderEntity renderEntity, idRenderView renderView ) : bool
renderEntity idTech4.Renderer.idRenderEntity
renderView idTech4.Renderer.idRenderView
Résultat bool

Pain() public méthode

Called whenever an entity recieves damage. Returns whether the entity responds to the pain.
public Pain ( idEntity inflictor, idEntity attacker, int damage, Vector3 direction, int location ) : bool
inflictor idEntity
attacker idEntity
damage int
direction Vector3
location int
Résultat bool

Present() public méthode

Present is called to allow entities to generate refEntities, lights, etc for the renderer.
public Present ( ) : void
Résultat void

ProjectOverlay() public méthode

public ProjectOverlay ( Vector3 origin, Vector3 direction, float size, string material ) : void
origin Vector3
direction Vector3
size float
material string
Résultat void

ReadFromSnapshot() public méthode

public ReadFromSnapshot ( idBitMsgDelta msg ) : void
msg idBitMsgDelta
Résultat void

RemoveContactEntity() public méthode

public RemoveContactEntity ( idEntity entity ) : void
entity idEntity
Résultat void

Restore() public méthode

public Restore ( object savefile ) : void
savefile object
Résultat void

Save() public méthode

public Save ( object savefile ) : void
savefile object
Résultat void

ServerReceiveEvent() public méthode

public ServerReceiveEvent ( int ev, int time, idBitMsg msg ) : bool
ev int
time int
msg idBitMsg
Résultat bool

SetModel() protected méthode

protected SetModel ( string modelName ) : void
modelName string
Résultat void

SetPhysics() protected méthode

protected SetPhysics ( idPhysics phys ) : void
phys idTech4.Game.Physics.idPhysics
Résultat void

Show() public méthode

public Show ( ) : void
Résultat void

Spawn() public méthode

public Spawn ( ) : void
Résultat void

Teleport() public méthode

public Teleport ( Vector3 origin, idAngles angles, idEntity destination ) : void
origin Vector3
angles idTech4.Math.idAngles
destination idEntity
Résultat void

Think() public méthode

public Think ( ) : void
Résultat void

UpdateAnimationControllers() public méthode

public UpdateAnimationControllers ( ) : bool
Résultat bool

UpdateChangeableSpawnArgs() public méthode

Any key/value pair that might change during the course of the game (e.g. via a gui) should be initialize here so a gui or other trigger can change something and have it updated properly. An optional source may be provided if the values reside in an outside dictionary and first need copied over to spawnArgs.
public UpdateChangeableSpawnArgs ( idDict source ) : void
source idDict
Résultat void

UpdateRenderEntity() protected méthode

protected UpdateRenderEntity ( idRenderEntity renderEntity, idRenderView renderView ) : bool
renderEntity idTech4.Renderer.idRenderEntity
renderView idTech4.Renderer.idRenderView
Résultat bool

UpdateVisuals() protected méthode

protected UpdateVisuals ( ) : void
Résultat void

WriteToSnapshot() public méthode

public WriteToSnapshot ( idBitMsgDelta msg ) : void
msg idBitMsgDelta
Résultat void

idEntity() public méthode

public idEntity ( ) : System
Résultat System

Property Details

IndexNone public_oe property

public int IndexNone
Résultat int

_renderEntity protected_oe property

protected RenderEntityComponent,idTech4.Renderer _renderEntity
Résultat idTech4.Renderer.RenderEntityComponent

_renderModel protected_oe property

protected idRenderEntity,idTech4.Renderer _renderModel
Résultat idTech4.Renderer.idRenderEntity

_renderView protected_oe property

protected idRenderView,idTech4.Renderer _renderView
Résultat idTech4.Renderer.idRenderView