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Sandbox.ModAPI.Ingame.IMyProgrammableBlock
Malware edited this page Dec 21, 2018
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62 revisions
← Index
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:
Sandbox.ModAPI.Ingame.IMyFunctionalBlockSandbox.ModAPI.Ingame.IMyTerminalBlockVRage.Game.ModAPI.Ingame.IMyCubeBlockVRage.Game.ModAPI.Ingame.IMyEntity
_bool IsRunning_ |
This programmable block is currently running its program. |
_string TerminalRunArgument_ |
Contains the value of the default terminal argument. |
_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_ |
_bool TryRun(string argument)_ |
Attempts to run this programmable block using the given argument. An already running programmable block cannot be run again. This is equivalent to running`block.ApplyAction("Run", argumentsList);`This should be called from an ingame script. Do not use in mods. |
_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_ |
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!