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Sandbox.ModAPI.Ingame.IMyShipConnector
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.IMyFunctionalBlockSandbox.ModAPI.Ingame.IMyTerminalBlockVRage.Game.ModAPI.Ingame.IMyCubeBlockVRage.Game.ModAPI.Ingame.IMyEntity
| Member | Description |
|---|---|
bool ThrowOut |
Gets or sets whether this connector should throw out anything placed in its inventory. |
bool CollectAll |
Gets or sets whether this connector should be pulling items into its inventory. |
float PullStrength |
Gets or sets the currently configured strength of the pull when the connector is within range of another. |
bool IsLocked |
|
bool IsConnected |
|
MyShipConnectorStatus Status |
Determines the current status of the connector. |
IMyShipConnector OtherConnector |
Gets the connector this one is connected to when MyShipConnectorStatus Status is ConnectorStatus.Connected . |
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 |
| Member | Description |
|---|---|
void Connect() |
Attempts to connect. If MyShipConnectorStatus Status is anything else but ConnectorStatus.Connectable , this method does nothing. |
void Disconnect() |
Disconnects this connector. |
void ToggleConnect() |
Toggles between ConnectorStatus.Connected and ConnectorStatus.Unconnected , depending on the current status. Another connector must be in range for this method to have any effect. |
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 |
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!