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Sandbox.ModAPI.Ingame.IMyShipConnector

Malware edited this page Dec 21, 2018 · 60 revisions

Index

IMyShipConnector Interface

Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:

Properties

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
Sandbox.ModAPI.Ingame.MyShipConnectorStatus Status Determines the current status of the connector.
Sandbox.ModAPI.Ingame.IMyShipConnector OtherConnector Gets the connector this one is connected to when MyShipConnectorStatus Status is ConnectorStatus.Connected .
VRage.Game.Components.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
VRageMath.BoundingBoxD WorldAABB Inherited from IMyEntity
VRageMath.BoundingBoxD WorldAABBHr Inherited from IMyEntity
VRageMath.MatrixD WorldMatrix Inherited from IMyEntity
VRageMath.BoundingSphereD WorldVolume Inherited from IMyEntity
VRageMath.BoundingSphereD WorldVolumeHr Inherited from IMyEntity
VRage.ObjectBuilders.SerializableDefinitionId BlockDefinition Inherited from IMyCubeBlock
bool CheckConnectionAllowed Inherited from IMyCubeBlock
VRage.Game.ModAPI.Ingame.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
VRageMath.Vector3I Max Maximum coordinates of grid cells occupied by this block

Inherited from IMyCubeBlock
float Mass Block mass

Inherited from IMyCubeBlock
VRageMath.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
VRageMath.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
VRageMath.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

Methods

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.
VRage.Game.ModAPI.Ingame.IMyInventory GetInventory() Simply get the MyInventoryBase component stored in this entity.

Inherited from IMyEntity
VRage.Game.ModAPI.Ingame.IMyInventory GetInventory(int) Search for inventory component with maching index.

Inherited from IMyEntity
VRageMath.Vector3D GetPosition() Inherited from IMyEntity
string GetOwnerFactionTag() Tag of faction owning block

Inherited from IMyCubeBlock
VRage.Game.MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner() Inherited from IMyCubeBlock
VRage.Game.MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long) Inherited from IMyCubeBlock
void UpdateIsWorking() Inherited from IMyCubeBlock
void UpdateVisual() Inherited from IMyCubeBlock
bool HasLocalPlayerAccess() Inherited from IMyTerminalBlock
bool HasPlayerAccess(long) Inherited from IMyTerminalBlock
void SetCustomName(string) Inherited from IMyTerminalBlock
void SetCustomName(System.Text.StringBuilder) Inherited from IMyTerminalBlock
void GetActions(List<Sandbox.ModAPI.Interfaces.ITerminalAction>, Func<Sandbox.ModAPI.Interfaces.ITerminalAction, System.Boolean>) Inherited from IMyTerminalBlock
void SearchActionsOfName(string, List<Sandbox.ModAPI.Interfaces.ITerminalAction>, Func<Sandbox.ModAPI.Interfaces.ITerminalAction, System.Boolean>) Inherited from IMyTerminalBlock
Sandbox.ModAPI.Interfaces.ITerminalAction GetActionWithName(string) Inherited from IMyTerminalBlock
Sandbox.ModAPI.Interfaces.ITerminalProperty GetProperty(string) Inherited from IMyTerminalBlock
void GetProperties(List<Sandbox.ModAPI.Interfaces.ITerminalProperty>, Func<Sandbox.ModAPI.Interfaces.ITerminalProperty, System.Boolean>) Inherited from IMyTerminalBlock
bool IsSameConstructAs(Sandbox.ModAPI.Ingame.IMyTerminalBlock) 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) Inherited from IMyFunctionalBlock

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