Имя |
Описание |
AI |
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Aircraft |
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AircraftType |
Defines the Aircraft entity type. |
AutomaticOpenDoor |
Defines automatically opening doors. |
AutomaticOpenDoorType |
Defines the AutomaticOpenDoor entity type. |
BigDamageInfluence |
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BigDamageInfluenceType |
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BlinkGrid |
Example of dynamic geometry. |
BlinkGrid.Vertex |
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BlinkGridType |
Defines the BlinkGrid entity type. |
BooleanSwitch |
Defines the user boolean switches. |
BooleanSwitchType |
Defines the BooleanSwitch entity type. |
Bullet |
Defines the bullets. |
BulletItem |
Represents a item of the weapon bullets. When the player take this item it takes a specified bullets. |
BulletItemType |
Defines the BulletItem entity type. |
BulletType |
Defines the Bullet entity type. |
Character |
Defines the physical characters. |
CharacterType |
Defines the Character entity type. |
Corpse |
Gives an opportunity to create corpses. A difference of a corpse from usual object that he changes the orientation depending on a surface. Also the class operates animations. |
CorpseType |
Defines the Corpse entity type. |
Crane |
Gives an opportunity of creation of the crane and his control via Intellect. |
Crane.MagnetObjectItem |
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Crane.ThreadItem |
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CutSceneManager |
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CutSceneManagerType |
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Darkness |
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DarknessType |
Defines the Darkness entity type. |
Decal |
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Decal.Vertex |
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DecalType |
Defines the Decal entity type. |
Door |
Defines the doors. That doors worked, it is necessary that the physical model had a body with a name "door". This body will move at change of a status of a door. |
DoorType |
Defines the Door entity type. |
Dynamic |
Defines a object with a lifespan, sounds and damage for the collision of physical bodies, and management of influences. |
Dynamic.Client_ReceivePositionsSnapshot |
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Dynamic.Client_ReceivePositionsSnapshot.BodyItem |
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Dynamic.Server_SentBodiesPositionsToClientsItem |
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DynamicCollision |
Represents creation of dynamic obstacles. By means of this class it is possible to set limiting area of movings for map objects. |
DynamicType |
Defines the Dynamic entity type. |
DynamicType.AutomaticInfluenceItem |
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ExampleMagicObject |
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ExampleMagicObjectType |
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Explosion |
An invisible blast wave which damages and increases the impulse of physical models within a radius. |
Explosion.DamageItem |
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ExplosionType |
Defines the Explosion entity type. |
Faction |
Concept of the command. Opponents with an artificial intelligences attack units of another's fraction. |
Fan |
Defines a fans. |
FastAttackInfluence |
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FastAttackInfluenceType |
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FastMoveInfluence |
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FastMoveInfluenceType |
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FireInfluence |
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FireInfluenceType |
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Firework |
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FloatSwitch |
Defines the user quantitative switches. |
FloatSwitchType |
Defines the FloatSwitch entity type. |
GameCharacter |
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GameCharacterAI |
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GameCharacterAI.TaskMoveValue |
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GameCharacterType |
Defines the GameCharacter entity type. |
GameFilterGroups |
User defined Map filter groups. |
GameGuiObject |
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GameMap |
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GameWorld |
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Gun |
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Gun.Mode |
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GunType |
Defines the Gun entity type. |
GunType.GunMode |
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HealthItem |
Represents a item of the healths. When the player take this item his Dynamic.Life increase. |
HealthItemType |
Defines the HealthItem entity type. |
Influence |
Influences are effects on objects. For example, the ability to burn a monster, is implemented through the use of influences. |
InfluenceItem |
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InfluenceItemType |
Defines the InfluenceItem entity type. |
InfluenceRegion |
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InfluenceType |
Defines the Influence entity type. |
Intellect |
This takes the form of either AI (Artificial Intelligence) or player control over a unit . |
Intellect.Command |
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Item |
Items which can be picked up by units. Med-kits, weapons, ammunition. |
ItemCreator |
|
ItemType |
Defines the Item entity type. |
JigsawPuzzleManager |
The pieces manager for puzzle game example. |
JigsawPuzzleManagerType |
Defines the JigsawPuzzleManager entity type. |
JigsawPuzzlePiece |
The piece for puzzle game example. |
JigsawPuzzlePiece.Vertex |
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JumpBlowMeleeWeapon |
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JumpBlowMeleeWeaponType |
Defines the JumpBlowMeleeWeapon entity type. |
JumpPad |
Gives an opportunity of creation a jump pads. |
MapChangeRegion |
Gives an opportunity of moving of the player between maps. When the player gets in this region game loads a new map. |
MeleeWeapon |
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MeleeWeaponType |
Defines the MeleeWeapon entity type. |
MeleeWeaponType.MeleeWeaponMode |
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Minefield |
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ObserveCameraArea |
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PhysicalStream |
Defines the physics streams. You can create steam, fiery streams, etc. |
PhysicalStreamType |
Defines the PhysicalStream entity type. |
PhysicalStreamType.Mode |
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PlayerCharacter |
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PlayerCharacter.ChangeMapInformation |
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PlayerCharacter.WeaponItem |
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PlayerCharacterType |
Defines the PlayerCharacter entity type. |
PlayerCharacterType.WeaponItem |
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PlayerIntellect |
Represents intellect of the player. |
PlayerManager |
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PlayerManager.Client_Player |
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PlayerManager.ServerOrSingle_Player |
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RTSBuilding |
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RTSCharacter |
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RTSCharacterType |
Defines the RTSCharacter entity type. |
RTSFactionManager |
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RTSFactionManager.FactionItem |
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RTSFactionManagerType |
Defines the RTSFactionManager entity type. |
RTSGridPathFindSystem |
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RTSMine |
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RTSMineType |
Defines the RTSMine entity type. |
RTSUnit |
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RTSUnitAI |
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RTSUnitAI.Task |
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RTSUnitAI.UserControlPanelTask |
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RTSUnitType |
Defines the RTSUnit entity type. |
SimpleMap |
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SmokeInfluence |
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SpawnPoint |
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Switch |
Base class for defines the user switches. (Booleans and quantitatives). |
SwitchType |
Defines the Switch entity type. |
Tank |
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Tank.Track |
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Tank.Wheel |
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TankGameExtendedProperties |
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TankGameUnitAI |
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TankGameUnitAI.AttackTask |
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TankGameUnitAIType |
Defines the TankGameUnitAI entity type. |
TankType |
Defines the Tank entity type. |
TankType.Gear |
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TankType.Wheel |
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Teleporter |
Defines the teleporter for transfering objects. |
Terminal |
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TurnFloatSwitch |
Defines the parametrical switch which turns the Switch.UseAttachedMesh. |
TurnFloatSwitchType |
Defines the TurnFloatSwitch entity type. |
Turret |
Gives an opportunity of creation of the turrets. A turret can be rotated. Guns are attached on the tower and player can control the aiming and shooting of the turret. |
TurretAI |
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Unit |
Units differ from Dynamic objects that that can be controlled by intellect (GameEntities.Intellect). |
UnitType |
Defines the Unit entity type. |
WaterPlane |
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WaterPlane.ReflectionRenderTargetListener |
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WaterPlane.SplashOffItem |
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WaterPlane.SubmergedCheckItem |
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WaterPlaneHighLevelMaterial |
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WaterPlaneType |
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WaterPlaneType.SplashItem |
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WaterPlaneType.SplashItem.ParticleItem |
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Weapon |
Defines the weapons. Both hand-held by characters or guns established on turret are weapons. |
WeaponItem |
Represents a item of the weapon. When the player take this item it takes a specified weapon. |
WeaponItemType |
Defines the WeaponItem entity type. |
WeaponType |
Defines the Weapon entity type. |
WeaponType.WeaponMode |
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