C# Класс idTech4.Game.idEntity

Наследование: IDisposable
Показать файл Открыть проект Примеры использования класса

Открытые свойства

Свойство Тип Описание
IndexNone int

Защищенные свойства (Protected)

Свойство Тип Описание
_renderEntity idTech4.Renderer.RenderEntityComponent
_renderModel idTech4.Renderer.idRenderEntity
_renderView idTech4.Renderer.idRenderView

Открытые методы

Метод Описание
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

Защищенные методы

Метод Описание
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

Приватные методы

Метод Описание
ClearPVSAreas ( ) : void
InitDefaultPhysics ( Vector3 origin, Matrix axis ) : void
UpdateModel ( ) : void
UpdateModelTransform ( ) : void

Описание методов

ActivatePhysics() публичный Метод

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

AddContactEntity() публичный Метод

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

AddDamageEffect() публичный Метод

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

AddForce() публичный Метод

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

ApplyImpulse() публичный Метод

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

BecomeActive() публичный Метод

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

BecomeInactive() публичный Метод

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

ClientPredictionThink() публичный Метод

public ClientPredictionThink ( ) : void
Результат void

ClientReceiveEvent() публичный Метод

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

Collide() публичный Метод

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

ConstructScriptObject() публичный Метод

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

Damage() публичный Метод

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
Результат void

DamageFeedback() публичный Метод

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
Результат void

Dispose() публичный Метод

public Dispose ( ) : void
Результат void

Dispose() защищенный Метод

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

FreeModelDef() публичный Метод

public FreeModelDef ( ) : void
Результат void

GetImpactInfo() публичный Метод

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

GetMasterPosition() публичный Метод

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

GetPhysicsToSoundTransform() публичный Метод

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

GetPhysicsToVisualTransform() публичный Метод

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

HandleSingleGuiCommand() публичный Метод

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

Hide() публичный Метод

public Hide ( ) : void
Результат void

ModelCallback() защищенный Метод

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

Pain() публичный Метод

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
Результат bool

Present() публичный Метод

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

ProjectOverlay() публичный Метод

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

ReadFromSnapshot() публичный Метод

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

RemoveContactEntity() публичный Метод

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

Restore() публичный Метод

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

Save() публичный Метод

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

ServerReceiveEvent() публичный Метод

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

SetModel() защищенный Метод

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

SetPhysics() защищенный Метод

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

Show() публичный Метод

public Show ( ) : void
Результат void

Spawn() публичный Метод

public Spawn ( ) : void
Результат void

Teleport() публичный Метод

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

Think() публичный Метод

public Think ( ) : void
Результат void

UpdateAnimationControllers() публичный Метод

public UpdateAnimationControllers ( ) : bool
Результат bool

UpdateChangeableSpawnArgs() публичный Метод

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
Результат void

UpdateRenderEntity() защищенный Метод

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

UpdateVisuals() защищенный Метод

protected UpdateVisuals ( ) : void
Результат void

WriteToSnapshot() публичный Метод

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

idEntity() публичный Метод

public idEntity ( ) : System
Результат System

Описание свойств

IndexNone публичное свойство

public int IndexNone
Результат int

_renderEntity защищенное свойство

protected RenderEntityComponent,idTech4.Renderer _renderEntity
Результат idTech4.Renderer.RenderEntityComponent

_renderModel защищенное свойство

protected idRenderEntity,idTech4.Renderer _renderModel
Результат idTech4.Renderer.idRenderEntity

_renderView защищенное свойство

protected idRenderView,idTech4.Renderer _renderView
Результат idTech4.Renderer.idRenderView