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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

_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
_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 resultList, Func collect)_ _Inherited from IMyTerminalBlock_
_void SearchActionsOfName(string name, List resultList, Func collect)_ _Inherited from IMyTerminalBlock_
_ITerminalAction GetActionWithName(string name)_ _Inherited from IMyTerminalBlock_
_ITerminalProperty GetProperty(string id)_ _Inherited from IMyTerminalBlock_
_void GetProperties(List resultList, Func 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 items)_ Gets the current production queue

_Inherited from IMyProductionBlock_

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