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Sandbox.ModAPI.Ingame.IMyAttachableTopBlock
Malware edited this page Dec 25, 2018
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← Index
private public abstract IMyAttachableTopBlock
```csharp
**Namespace:** [Sandbox.ModAPI.Ingame](Sandbox.ModAPI.Ingame)
**Assembly:** Sandbox.Common.dll
**Implements:**
* [VRage.Game.ModAPI.Ingame.IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)
* [VRage.Game.ModAPI.Ingame.IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)
### Example
### Remarks
###### Properties
|Member|Description|
|---|---|
|[IsAttached](Sandbox.ModAPI.Ingame.IMyAttachableTopBlock.IsAttached)|Gets whether the top part is attached to a base block|
|[Base](Sandbox.ModAPI.Ingame.IMyAttachableTopBlock.Base)|Gets the attached base block|
|[Components](VRage.Game.ModAPI.Ingame.IMyEntity.Components)|_Inherited from [IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)_|
|[EntityId](VRage.Game.ModAPI.Ingame.IMyEntity.EntityId)|_Inherited from [IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)_|
|[Name](VRage.Game.ModAPI.Ingame.IMyEntity.Name)|_Inherited from [IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)_|
|[DisplayName](VRage.Game.ModAPI.Ingame.IMyEntity.DisplayName)|_Inherited from [IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)_|
|[HasInventory](VRage.Game.ModAPI.Ingame.IMyEntity.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.<br /><br />_Inherited from [IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)_|
|[InventoryCount](VRage.Game.ModAPI.Ingame.IMyEntity.InventoryCount)|Returns the count of the number of inventories this entity has.<br /><br />_Inherited from [IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)_|
|[WorldAABB](VRage.Game.ModAPI.Ingame.IMyEntity.WorldAABB)|_Inherited from [IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)_|
|[WorldAABBHr](VRage.Game.ModAPI.Ingame.IMyEntity.WorldAABBHr)|_Inherited from [IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)_|
|[WorldMatrix](VRage.Game.ModAPI.Ingame.IMyEntity.WorldMatrix)|_Inherited from [IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)_|
|[WorldVolume](VRage.Game.ModAPI.Ingame.IMyEntity.WorldVolume)|_Inherited from [IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)_|
|[WorldVolumeHr](VRage.Game.ModAPI.Ingame.IMyEntity.WorldVolumeHr)|_Inherited from [IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)_|
|[BlockDefinition](VRage.Game.ModAPI.Ingame.IMyCubeBlock.BlockDefinition)|_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[CheckConnectionAllowed](VRage.Game.ModAPI.Ingame.IMyCubeBlock.CheckConnectionAllowed)|_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[CubeGrid](VRage.Game.ModAPI.Ingame.IMyCubeBlock.CubeGrid)|Grid in which the block is placed<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[DefinitionDisplayNameText](VRage.Game.ModAPI.Ingame.IMyCubeBlock.DefinitionDisplayNameText)|Definition name<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[DisassembleRatio](VRage.Game.ModAPI.Ingame.IMyCubeBlock.DisassembleRatio)|Is set in definition Ratio at which is the block disassembled (grinding)<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[DisplayNameText](VRage.Game.ModAPI.Ingame.IMyCubeBlock.DisplayNameText)|Translated block name<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[IsBeingHacked](VRage.Game.ModAPI.Ingame.IMyCubeBlock.IsBeingHacked)|Hacking of the block is in progress<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[IsFunctional](VRage.Game.ModAPI.Ingame.IMyCubeBlock.IsFunctional)|True if integrity is above breaking threshold<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[IsWorking](VRage.Game.ModAPI.Ingame.IMyCubeBlock.IsWorking)|True if block is able to do its work depening on block type (is functional, powered, enabled, etc...)<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[Max](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Max)|Maximum coordinates of grid cells occupied by this block<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[Mass](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Mass)|Block mass<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[Min](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Min)|Minimum coordinates of grid cells occupied by this block<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[NumberInGrid](VRage.Game.ModAPI.Ingame.IMyCubeBlock.NumberInGrid)|Order in which were the blocks of same type added to grid Used in default display name<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[Orientation](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Orientation)|Returns block orientation in base 6 directions<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[OwnerId](VRage.Game.ModAPI.Ingame.IMyCubeBlock.OwnerId)|Id of player owning block (not steam Id)<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[Position](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Position)|Position in grid coordinates<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
###### Methods
|Member|Description|
|---|---|
|[GetInventory()](VRage.Game.ModAPI.Ingame.IMyEntity.GetInventory)|Simply get the MyInventoryBase component stored in this entity.<br /><br />_Inherited from [IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)_|
|[GetInventory(int)](VRage.Game.ModAPI.Ingame.IMyEntity.GetInventory)|Search for inventory component with maching index.<br /><br />_Inherited from [IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)_|
|[GetPosition()](VRage.Game.ModAPI.Ingame.IMyEntity.GetPosition)|_Inherited from [IMyEntity](VRage.Game.ModAPI.Ingame.IMyEntity)_|
|[GetOwnerFactionTag()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.GetOwnerFactionTag)|Tag of faction owning block<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[GetPlayerRelationToOwner()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.GetPlayerRelationToOwner)|_**Obsolete:** GetPlayerRelationToOwner() is useless ingame. Mods should use the one in ModAPI.IMyCubeBlock_<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[GetUserRelationToOwner(long)](VRage.Game.ModAPI.Ingame.IMyCubeBlock.GetUserRelationToOwner)|_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[UpdateIsWorking()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.UpdateIsWorking)|_**Obsolete:** _<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|
|[UpdateVisual()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.UpdateVisual)|_**Obsolete:** _<br /><br />_Inherited from [IMyCubeBlock](VRage.Game.ModAPI.Ingame.IMyCubeBlock)_|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!