Namespaces | |
namespace | Animations |
namespace | Attributes |
namespace | Compilation |
namespace | Core |
namespace | Debug |
namespace | Debugging |
namespace | EntitySystem |
namespace | FileSystem |
namespace | NativeInternals |
namespace | OldPhysics |
namespace | Rendering |
namespace | Resources |
namespace | Serialization |
Classes | |
class | ActionHandler |
ActionHandler is the C# wrapper for the ActionMaps. Using this you can have a config-file that defines your input instead of all the input being hard coded. More... | |
struct | Angles3 |
Helper class to indicate 3D angles in radians Allows for converting quaternions to human readable angles easily (and back to a quaternion) More... | |
class | AreaParameters |
class | AreaPhysicalizeParams |
Parameters for Physicalizing an Area. More... | |
class | ArticulatedPhysicalizeParams |
Parameters for Physicalizing an Articulated entity. An articulated structure, consisting of several rigid bodies connected with joints (a ragdoll, for instance). It is also possible to manually connect several PE_RIGID entities with joints but in this case they will not know that they comprise a single object, and thus some useful optimizations will not be used. More... | |
class | Audio |
Maps trigger identifier names to id's of internal audio project. Audio projects can be setup via SDL, WWISE or FMOD. More... | |
class | AudioFile |
AudioFile is most direct with minimal setup in the Sandbox editor to playback an audio file More... | |
class | AudioListener |
The AudioListener allows the user to be notified of all the audio in the level. The most common usage is to use the AudioListener to set the transformation when the view matrix of the active camera (position in world) changes. There is only one AudioListener currently used in the audio system. More... | |
class | AudioManager |
Internal class used to manage native code | |
class | AudioObject |
An audio object has more audio configuration options such as transformation in the 3D space. More... | |
class | AudioObjectTransformation |
class | AudioRequestInfo |
Handles the data of an audio request. More... | |
struct | AudioTriggerId |
ID of an audio trigger. More... | |
class | BasePhysicsParameters |
class | BasePhysicsStatus |
class | BehaviorTreeContext |
Context of a behavior tree. More... | |
class | BehaviorTreeNode |
Base class for a behavior tree node. More... | |
class | BehaviorTreeNodeAttribute |
Attribute for Behavior Tree nodes. More... | |
class | BehaviorTreeNodeBase |
Internal base class of a behavior tree node. More... | |
class | BehaviorTreeNodeFactory |
Factory for behavior tree nodes. More... | |
class | BitmapExtensions |
Contains the extension methods for Bitmaps. More... | |
class | BuoyancyParameters |
class | Camera |
Static class exposing access to the current view camera More... | |
class | CarParameters |
struct | Color |
Wraps System.Drawing.Color object for easier usage. More... | |
class | ConsoleCommand |
Managed wrapper for console commands that can be invoked through the console. | |
class | ConsoleCommandArgumentsHolder |
Container for the arguments of console commands. More... | |
class | ConsoleVariable |
class | DynamicLight |
class | DynamicsStatus |
class | Engine |
Wraps CryEngine's gEnv variable for global access to main modules. Initializes all C# sided handler and wrapper classes. Interfaces should be removed from here once a managed wrapper (such as Input) exists. More... | |
class | Entity |
Wrapper for the IEntity class of CRYENGINE. Provides properties and wraps functions for easier access of IEntity functions. Entity must not inherit from IEntity but keep an ID reference to it, for reasons of CRYENGINE internal entity representation. More... | |
class | EntityClassAttribute |
Allows creating an entity class containing a default entity component that is spawned with every instance. Only used for types inheriting from 'EntityComponent'. More... | |
class | EntityComponent |
Represents a component that can be attached to an entity at runtime Automatically exposes itself to Schematyc for usage by designers. More... | |
class | EntityComponentAttribute |
Used to specify specific parameters for entity components. If a parameter is not set, a default value will be set by the engine. Default name is the entity component class name. Default category is General. Default description will be empty. Default icon will be empty (entity components still receive an icon in the Sandbox by default). Default guid will be retrieved from a GUID-attribute if available. Otherwise it will be generated based on the class's fullname. More... | |
class | EntityPhysicalizeParams |
Parameters for Physicalizing an entity with the type set to None. More... | |
class | EntityPropertyAttribute |
Marked properties will be available in the Sandbox More... | |
class | EventArgs |
Template extension for System.EventArgs. More... | |
class | ExceptionMessage |
class | FrameTime |
Automatically updates delta time between frames. Can be used to normalize variable changes by current FPS. More... | |
class | GameFramework |
Listens for engine sided updates and informs registered objects by calling their OnUpdate function. Objects may register here, in order to be invoked on global update calls. Controls target FPS. More... | |
class | GenericNodeCreator |
Creator for a specific node type. More... | |
class | ICryEnginePlugin |
Represents the entry point of a C# CRYENGINE plug-in Only one type per assembly may implement this An instance will be created shortly after the assembly has been loaded. More... | |
interface | IGameRenderReceiver |
Interface that can be registered in the GameFramework to receive update calls right before the frame is rendered. More... | |
interface | IGameUpdateReceiver |
Interface that can be registered in the GameFramework to receive update calls after the engine has updated. More... | |
class | Input |
Pre-Processes CryEngine's Input callback and generates Input events. Classes may be registered here, in order to receive global Input events. More... | |
struct | InputEvent |
Data container for input events. More... | |
class | LevelSystem |
Listens to CryEngine's LevelSystem and forwards events from it. Classes may use events from this class to be informed about Level System state changes. More... | |
class | LivingPhysicalizeParams |
Parameters for Physicalizing a Living entity. A special entity type to represent player characters that can move through the physical world and interact with it. More... | |
class | LivingStatus |
class | Log |
Static wrapper around ILog (gEnv->pLog) More... | |
class | ManagedMovementRequest |
Wrapper for a native CLastingMovementRequest . More... | |
class | MathHelpers |
struct | Matrix3x3 |
struct | Matrix3x4 |
struct | Matrix4x4 |
class | Mouse |
Central point for mouse access. Listens to CryEngine sided mouse callbacks and generates events from them. More... | |
class | ParticleAttributes |
class | ParticleEffect |
class | ParticleEffectListener |
class | ParticleEmitter |
class | ParticleLocation |
class | ParticleManager |
class | ParticleParameters |
class | ParticlePhysicalizeParams |
Parameters for Physicalizing a Particle entity. A simple entity that represents a small lightweight rigid body. It is simulated as a point with some thickness and supports flying, sliding and rolling modes. Recommended usage: rockets, grenades and small debris. More... | |
class | Physics |
class | PlayerDimensionsParameters |
class | PlayerDynamicsParameters |
class | Point |
Point representation. More... | |
struct | Quaternion |
class | Random |
struct | RaycastHit |
struct | Rect |
Rectangle representation. More... | |
class | ReflectionHelper |
class | RenderLight |
Base class for a RenderLight. More... | |
class | RigidPhysicalizeParams |
Parameters for Physicalizing a Rigid entity. A single rigid body. Can have infinite mass (specified by setting mass to 0) in which case it will not be simulated but will interact properly with other simulated objects. More... | |
class | RopePhysicalizeParams |
Parameters for Physicalizing a Rope entity. A rope object. It can either hang freely or connect two purely physical entities. More... | |
class | SchematycMethodAttribute |
Exposes the specified method to Schematyc More... | |
class | SchematycSignalAttribute |
Exposes the specified signal to Schematyc More... | |
class | SoftPhysicalizeParams |
Parameters for Physicalizing a Soft entity. A system of non-rigidly connected vertices that can interact with the environment. A typical usage is cloth objects. More... | |
class | SpawnParameters |
class | StaticPhysicalizeParams |
Parameters for Physicalizing a Static entity. Immovable entity. It can still be moved manually by setting positions from outside but in order to ensure proper interactions with simulated objects, it is better to use PE_RIGID entity with infinite mass. More... | |
class | SystemEventHandler |
Processes CryEngine's system callback and generates events from it. More... | |
class | Timer |
Creates a Timer that will callback after expiring. More... | |
class | Tools |
Supportive functions for Serialization. More... | |
struct | Vector2 |
struct | Vector3 |
struct | Vector4 |
class | VehicleStatus |
class | View |
class | WheeledVehiclePhysicalizeParams |
Parameters for Physicalizing a Wheeled Vehicle entity. A wheeled vehicle. Internally it is built on top of a rigid body, with added vehicle functionality (wheels, suspensions, engine, brakes). More... | |
Typedefs | |
using | NativeAudioSystem = NativeInternals.IAudioSystem |
typedef NativeInternals IAudioSystem CryEngine.NativeAudioSystem |
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Used when physicalizing an area with AreaPhysicalizeParams.
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Flags that can be used to set the parameters of dynamic lights.
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The type of asset or value the EntityProperty is exposing to the Sandbox.
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Flags the can be set on each of the entity object slots.
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The various input devices from which input can be received.
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Flags to indicate if certain modifier keys are being pressed.
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States an action from the ActionHandler can be in.
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The IDs for the keys that can receive input.
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Used to specify the type when physicalizing an Entity.
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General flags for PhysicsEntity-parameters
Enumerator | |
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None | No flags |
TraceableParts | Each entity part will be registered separately in the entity grid |
Disabled | Entity will not be simulated |
NeverBreak | Entity will not break or deform other objects |
Deforming | Entity undergoes dynamic breaking/deforming |
PushableByPlayers | Entity can be pushed by players |
Traceable | Entity is registered in the entity grid |
ParticleTraceable | Entity is registered in the entity grid |
RopeTraceable | Entity is registered in the entity grid |
Update | Only entities with this flag are updated if ent_flagged_only is used in TimeStep() |
MonitorStateChanges | Generate immediate events for simulation class changed (typically rigid bodies falling asleep) |
MonitorCollisions | Generate immediate events for collisions |
MonitorEnvChanges | Generate immediate events when something breaks nearby |
NeverAffectTriggers | Don't generate events when moving through triggers |
Invisible | Will apply certain optimizations for invisible entities |
IgnoreOcean | Entity will ignore global water area |
FixedDamping | Entity will force its damping onto the entire group |
MonitorPoststep | Entity will generate immediate post step events |
AlwaysNotifyOnDeletion | When deleted, entity will awake objects around it even if it's not referenced (has refcount = 0) |
OverrideImpulseScale | Entity will ignore breakImpulseScale in PhysVars |
PlayersCanBreak | Players can break the Entiy by bumping into it |
CannotSquashPlayers | Entity will never trigger 'squashed' state when colliding with players |
IgnoreAreas | Entity will ignore phys areas (gravity and water) |
LogStateChanges | Entity will log simulation class change events |
LogCollisions | Entity will log collision events |
LogEnvChanges | Entity will log EventPhysEnvChange when something breaks nearby |
LogPoststep | Entity will log EventPhysPostStep events |
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Physicalization flags specifically for Living-entities.
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Physicalization flags specifically for Particle-entities.
In here all the enums from physinterface.h are wrapped and commented so they can be used in C#. For easier usage the enums are split up in multiple enums so the wrong enum can't be used for the wrong parameter.
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Physicalization flags specifically for Rigid-entities. Note that Articulated-entities and WheeledVehicle-entities are derived from it.
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None | No flags |
NoSplashes | Will not generate EventPhysCollisions when contacting water |
SmallAndFast | Entity will trace rays against alive characters; set internally unless overriden |
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Physicalization flags specifically for Rope-entities
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Flags to define which events to receive on a RequestListener.