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Sandbox.ModAPI.Ingame.IMyAssembler

Malware edited this page Dec 21, 2018 · 60 revisions

Index

IMyAssembler Interface

Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:

Properties

Member Description
bool DisassembleEnabled
float CurrentProgress Gets the progress for the item currently in production.
MyAssemblerMode Mode Gets or sets the current work mode of this assembly, whether it's assembling or disassembling.
bool CooperativeMode Gets or sets whether this assembler should cooperate with other assemblers by adopting parts of their work queue.
bool Repeating Gets or sets whether this assembler should be perpetually repeating its work queue.
MyEntityComponentContainer Components Inherited from IMyEntity
long EntityId Inherited from IMyEntity
string Name Inherited from IMyEntity
string DisplayName Inherited from IMyEntity
bool HasInventory Returns true if this entity has got at least one inventory. Note that one aggregate inventory can contain zero simple inventories => zero will be returned even if GetInventory() != null.

Inherited from IMyEntity
int InventoryCount Returns the count of the number of inventories this entity has.

Inherited from IMyEntity
BoundingBoxD WorldAABB Inherited from IMyEntity
BoundingBoxD WorldAABBHr Inherited from IMyEntity
MatrixD WorldMatrix Inherited from IMyEntity
BoundingSphereD WorldVolume Inherited from IMyEntity
BoundingSphereD WorldVolumeHr Inherited from IMyEntity
SerializableDefinitionId BlockDefinition Inherited from IMyCubeBlock
bool CheckConnectionAllowed Inherited from IMyCubeBlock
IMyCubeGrid CubeGrid Grid in which the block is placed

Inherited from IMyCubeBlock
string DefinitionDisplayNameText Definition name

Inherited from IMyCubeBlock
float DisassembleRatio Is set in definition Ratio at which is the block disassembled (grinding)

Inherited from IMyCubeBlock
string DisplayNameText Translated block name

Inherited from IMyCubeBlock
bool IsBeingHacked Hacking of the block is in progress

Inherited from IMyCubeBlock
bool IsFunctional True if integrity is above breaking threshold

Inherited from IMyCubeBlock
bool IsWorking True if block is able to do its work depening on block type (is functional, powered, enabled, etc...)

Inherited from IMyCubeBlock
Vector3I Max Maximum coordinates of grid cells occupied by this block

Inherited from IMyCubeBlock
float Mass Block mass

Inherited from IMyCubeBlock
Vector3I Min Minimum coordinates of grid cells occupied by this block

Inherited from IMyCubeBlock
int NumberInGrid Order in which were the blocks of same type added to grid Used in default display name

Inherited from IMyCubeBlock
MyBlockOrientation Orientation Returns block orientation in base 6 directions

Inherited from IMyCubeBlock
long OwnerId Id of player owning block (not steam Id)

Inherited from IMyCubeBlock
Vector3I Position Position in grid coordinates

Inherited from IMyCubeBlock
string CustomName Inherited from IMyTerminalBlock
string CustomNameWithFaction Inherited from IMyTerminalBlock
string DetailedInfo Inherited from IMyTerminalBlock
string CustomInfo Inherited from IMyTerminalBlock
string CustomData Gets or sets the Custom Data string. NOTE: Only use this for user input. For storing large mod configs, create your own MyModStorageComponent

Inherited from IMyTerminalBlock
bool ShowOnHUD Inherited from IMyTerminalBlock
bool ShowInTerminal Inherited from IMyTerminalBlock
bool ShowInToolbarConfig Inherited from IMyTerminalBlock
bool ShowInInventory Inherited from IMyTerminalBlock
bool Enabled Inherited from IMyFunctionalBlock
IMyInventory InputInventory Gets the input inventory.

Inherited from IMyProductionBlock
IMyInventory OutputInventory Gets the output inventory.

Inherited from IMyProductionBlock
bool IsProducing The device is currently producing.

Inherited from IMyProductionBlock
bool IsQueueEmpty The production queue is empty.

Inherited from IMyProductionBlock
uint NextItemId Gets the queue item ID of the next item to be produced.

Inherited from IMyProductionBlock
bool UseConveyorSystem Gets or sets whether this device should use the conveyor system to retrieve and store items.

Inherited from IMyProductionBlock

Methods

Member Description
IMyInventory GetInventory() Simply get the MyInventoryBase component stored in this entity.

Inherited from IMyEntity
IMyInventory GetInventory(int index) Search for inventory component with maching index.

Inherited from IMyEntity
Vector3D GetPosition() Inherited from IMyEntity
string GetOwnerFactionTag() Tag of faction owning block

Inherited from IMyCubeBlock
MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner() Inherited from IMyCubeBlock
MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long playerId) Inherited from IMyCubeBlock
void UpdateIsWorking() Inherited from IMyCubeBlock
void UpdateVisual() Inherited from IMyCubeBlock
bool HasLocalPlayerAccess() Inherited from IMyTerminalBlock
bool HasPlayerAccess(long playerId) Inherited from IMyTerminalBlock
void SetCustomName(string text) Inherited from IMyTerminalBlock
void SetCustomName(StringBuilder text) Inherited from IMyTerminalBlock
void GetActions(List<ITerminalAction> resultList, Func<ITerminalAction, bool> collect) Inherited from IMyTerminalBlock
void SearchActionsOfName(string name, List<ITerminalAction> resultList, Func<ITerminalAction, bool> collect) Inherited from IMyTerminalBlock
ITerminalAction GetActionWithName(string name) Inherited from IMyTerminalBlock
ITerminalProperty GetProperty(string id) Inherited from IMyTerminalBlock
void GetProperties(List<ITerminalProperty> resultList, Func<ITerminalProperty, bool> collect) Inherited from IMyTerminalBlock
bool IsSameConstructAs(IMyTerminalBlock other) Determines whether this block is mechanically connected to the other. This is any block connected with rotors or pistons or other mechanical devices, but not things like connectors. This will in most cases constitute your complete construct.
Be aware that using merge blocks combines grids into one, so this function will not filter out grids connected that way. Also be aware that detaching the heads of pistons and rotors will cause this connection to change.

Inherited from IMyTerminalBlock
void RequestEnable(bool enable) Inherited from IMyFunctionalBlock
void MoveQueueItemRequest(uint queueItemId, int targetIdx) Moves an item in the queue to a target position in the queue.

Inherited from IMyProductionBlock
bool CanUseBlueprint(MyDefinitionId blueprint) Can this production block produce this blueprint?

Inherited from IMyProductionBlock
void AddQueueItem(MyDefinitionId blueprint, MyFixedPoint amount) Adds a blueprint to the production queue

Inherited from IMyProductionBlock
void AddQueueItem(MyDefinitionId blueprint, decimal amount) Adds a blueprint to the production queue

Inherited from IMyProductionBlock
void AddQueueItem(MyDefinitionId blueprint, double amount) Adds a blueprint to the production queue

Inherited from IMyProductionBlock
void InsertQueueItem(int idx, MyDefinitionId blueprint, MyFixedPoint amount) Inserts a blueprint into the production queue

Inherited from IMyProductionBlock
void InsertQueueItem(int idx, MyDefinitionId blueprint, decimal amount) Inserts a blueprint into the production queue

Inherited from IMyProductionBlock
void InsertQueueItem(int idx, MyDefinitionId blueprint, double amount) Inserts a blueprint into the production queue

Inherited from IMyProductionBlock
void RemoveQueueItem(int idx, MyFixedPoint amount) Removes an item from the queue

Inherited from IMyProductionBlock
void RemoveQueueItem(int idx, decimal amount) Removes an item from the queue

Inherited from IMyProductionBlock
void RemoveQueueItem(int idx, double amount) Removes an item from the queue

Inherited from IMyProductionBlock
void ClearQueue() Clears the Queue

Inherited from IMyProductionBlock
void GetQueue(List<MyProductionItem> items) Gets the current production queue

Inherited from IMyProductionBlock

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