C# 클래스 idTech4.Game.idEntity

상속: IDisposable
파일 보기 프로젝트 열기: iainmckay/idtech4.net 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
IndexNone int

보호된 프로퍼티들

프로퍼티 타입 설명
_renderEntity idTech4.Renderer.RenderEntityComponent
_renderModel idTech4.Renderer.idRenderEntity
_renderView idTech4.Renderer.idRenderView

공개 메소드들

메소드 설명
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

보호된 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
ClearPVSAreas ( ) : void
InitDefaultPhysics ( Vector3 origin, Matrix axis ) : void
UpdateModel ( ) : void
UpdateModelTransform ( ) : void

메소드 상세

ActivatePhysics() 공개 메소드

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

AddContactEntity() 공개 메소드

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

AddDamageEffect() 공개 메소드

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

AddForce() 공개 메소드

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

ApplyImpulse() 공개 메소드

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

BecomeActive() 공개 메소드

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

BecomeInactive() 공개 메소드

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

ClientPredictionThink() 공개 메소드

public ClientPredictionThink ( ) : void
리턴 void

ClientReceiveEvent() 공개 메소드

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

Collide() 공개 메소드

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

ConstructScriptObject() 공개 메소드

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

Damage() 공개 메소드

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
리턴 void

DamageFeedback() 공개 메소드

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
리턴 void

Dispose() 공개 메소드

public Dispose ( ) : void
리턴 void

Dispose() 보호된 메소드

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

FreeModelDef() 공개 메소드

public FreeModelDef ( ) : void
리턴 void

GetImpactInfo() 공개 메소드

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

GetMasterPosition() 공개 메소드

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

GetPhysicsToSoundTransform() 공개 메소드

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

GetPhysicsToVisualTransform() 공개 메소드

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

HandleSingleGuiCommand() 공개 메소드

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

Hide() 공개 메소드

public Hide ( ) : void
리턴 void

ModelCallback() 보호된 메소드

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

Pain() 공개 메소드

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
리턴 bool

Present() 공개 메소드

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

ProjectOverlay() 공개 메소드

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

ReadFromSnapshot() 공개 메소드

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

RemoveContactEntity() 공개 메소드

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

Restore() 공개 메소드

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

Save() 공개 메소드

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

ServerReceiveEvent() 공개 메소드

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

SetModel() 보호된 메소드

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

SetPhysics() 보호된 메소드

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

Show() 공개 메소드

public Show ( ) : void
리턴 void

Spawn() 공개 메소드

public Spawn ( ) : void
리턴 void

Teleport() 공개 메소드

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

Think() 공개 메소드

public Think ( ) : void
리턴 void

UpdateAnimationControllers() 공개 메소드

public UpdateAnimationControllers ( ) : bool
리턴 bool

UpdateChangeableSpawnArgs() 공개 메소드

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
리턴 void

UpdateRenderEntity() 보호된 메소드

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

UpdateVisuals() 보호된 메소드

protected UpdateVisuals ( ) : void
리턴 void

WriteToSnapshot() 공개 메소드

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

idEntity() 공개 메소드

public idEntity ( ) : System
리턴 System

프로퍼티 상세

IndexNone 공개적으로 프로퍼티

public int IndexNone
리턴 int

_renderEntity 보호되어 있는 프로퍼티

protected RenderEntityComponent,idTech4.Renderer _renderEntity
리턴 idTech4.Renderer.RenderEntityComponent

_renderModel 보호되어 있는 프로퍼티

protected idRenderEntity,idTech4.Renderer _renderModel
리턴 idTech4.Renderer.idRenderEntity

_renderView 보호되어 있는 프로퍼티

protected idRenderView,idTech4.Renderer _renderView
리턴 idTech4.Renderer.idRenderView