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Sandbox.ModAPI.Ingame.IMyAssembler
Malware edited this page Dec 21, 2018
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60 revisions
← Index
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:
Sandbox.ModAPI.Ingame.IMyProductionBlockSandbox.ModAPI.Ingame.IMyFunctionalBlockSandbox.ModAPI.Ingame.IMyTerminalBlockVRage.Game.ModAPI.Ingame.IMyCubeBlockVRage.Game.ModAPI.Ingame.IMyEntity
| 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
|
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!