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Sandbox.ModAPI.Ingame.IMyShipController
Morten Aune Lyrstad edited this page Nov 2, 2020
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← Index ← Namespace Index
public interface IMyShipController: IMyTerminalBlock, IMyCubeBlock, IMyEntityNamespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:
Inheritors:
Type Definitions:
- MyObjectBuilder_TerminalBlock/ControlPanel
- MyObjectBuilder_TerminalBlock/LargeBlockSciFiTerminal
- MyObjectBuilder_TerminalBlock/SmallControlPanel
| Member | Description |
|---|---|
| CanControlShip { get; } | Determines whether this specific ship controller is capable of controlling the ship it's installed on. |
| IsUnderControl { get; } | Indicates whether a block is locally or remotely controlled. |
| HasWheels { get; } | Determines whether there are any wheels on this ship. |
| ControlWheels { get; set; } | Gets or sets whether wheels are being controlled by this controller. |
| ControlThrusters { get; set; } | Gets or sets whether thrusters are being controlled by this controller. |
| HandBrake { get; set; } | Gets or sets the current state of the handbrake. |
| DampenersOverride { get; set; } | Gets or sets whether dampeners are currently enabled. |
| ShowHorizonIndicator { get; set; } | Gets or sets whether the horizon indicator should be displayed for this block. |
| MoveIndicator { get; } | Directional input from user/autopilot. Values can be very large with high controller sensitivity |
| RotationIndicator { get; } | Pitch, yaw input from user/autopilot. Values can be very large with high controller sensitivity |
| RollIndicator { get; } | Roll input from user/autopilot. Values can be very large with high controller sensitivity |
| CenterOfMass { get; } | Center of mass in world coordinates |
| IsMainCockpit { get; set; } | Gets or sets if this controller is the main one for current ship Setter checks if there is any other main cockpit on the ship before proceeding |
| Components { get; } | Inherited from IMyEntity |
| EntityId { get; } | Inherited from IMyEntity |
| Name { get; } | Inherited from IMyEntity |
| DisplayName { get; } | Inherited from IMyEntity |
| HasInventory { get; } | 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 |
| InventoryCount { get; } | Returns the count of the number of inventories this entity has. Inherited from IMyEntity |
| WorldAABB { get; } | Inherited from IMyEntity |
| WorldAABBHr { get; } | Inherited from IMyEntity |
| WorldMatrix { get; } | Inherited from IMyEntity |
| WorldVolume { get; } | Inherited from IMyEntity |
| WorldVolumeHr { get; } | Inherited from IMyEntity |
| BlockDefinition { get; } | Inherited from IMyCubeBlock |
| CheckConnectionAllowed { get; } | Inherited from IMyCubeBlock |
| CubeGrid { get; } | Grid in which the block is placed Inherited from IMyCubeBlock |
| DefinitionDisplayNameText { get; } | Definition name Inherited from IMyCubeBlock |
| DisassembleRatio { get; } | Is set in definition Ratio at which is the block disassembled (grinding) Inherited from IMyCubeBlock |
| DisplayNameText { get; } | Translated block name Inherited from IMyCubeBlock |
| IsBeingHacked { get; } | Hacking of the block is in progress Inherited from IMyCubeBlock |
| IsFunctional { get; } | True if integrity is above breaking threshold Inherited from IMyCubeBlock |
| IsWorking { get; } | True if block is able to do its work depening on block type (is functional, powered, enabled, etc...) Inherited from IMyCubeBlock |
| Max { get; } | Maximum coordinates of grid cells occupied by this block Inherited from IMyCubeBlock |
| Mass { get; } | Block mass Inherited from IMyCubeBlock |
| Min { get; } | Minimum coordinates of grid cells occupied by this block Inherited from IMyCubeBlock |
| NumberInGrid { get; } | Order in which were the blocks of same type added to grid Used in default display name Inherited from IMyCubeBlock |
| Orientation { get; } | Returns block orientation in base 6 directions Inherited from IMyCubeBlock |
| OwnerId { get; } | Id of player owning block (not steam Id) Inherited from IMyCubeBlock |
| Position { get; } | Position in grid coordinates Inherited from IMyCubeBlock |
| CustomName { get; set; } | Inherited from IMyTerminalBlock |
| CustomNameWithFaction { get; } | Inherited from IMyTerminalBlock |
| DetailedInfo { get; } | Inherited from IMyTerminalBlock |
| CustomInfo { get; } | Inherited from IMyTerminalBlock |
| CustomData { get; set; } | 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 |
| ShowOnHUD { get; set; } | Inherited from IMyTerminalBlock |
| ShowInTerminal { get; set; } | Inherited from IMyTerminalBlock |
| ShowInToolbarConfig { get; set; } | Inherited from IMyTerminalBlock |
| ShowInInventory { get; set; } | Inherited from IMyTerminalBlock |
| Member | Description |
|---|---|
| GetNaturalGravity() | Gets the detected natural gravity vector and power at the current location. |
| GetArtificialGravity() | Gets the detected artificial gravity vector and power at the current location. |
| GetTotalGravity() | Gets the total accumulated gravity vector and power at the current location, taking both natural and artificial gravity into account. |
| GetShipSpeed() | Gets the basic ship speed in meters per second, for when you just need to know how fast you're going. |
| GetShipVelocities() | Determines the linear velocities in meters per second and angular velocities in radians per second. Provides a more accurate representation of the directions and axis speeds. |
| CalculateShipMass() | Gets information about the current mass of the ship. |
| TryGetPlanetPosition(out Vector3D) | Attempts to get the world position of the nearest planet. This method is only available when a ship is within the gravity well of a planet. |
| TryGetPlanetElevation(MyPlanetElevation, out double) | Attempts to get the elevation of the ship in relation to the nearest planet. This method is only available when a ship is within the gravity well of a planet. |
| GetInventory() | Simply get the MyInventoryBase component stored in this entity. Inherited from IMyEntity |
| GetInventory(int) | Search for inventory component with maching index. Inherited from IMyEntity |
| GetPosition() | Inherited from IMyEntity |
| GetOwnerFactionTag() | Tag of faction owning block Inherited from IMyCubeBlock |
| GetPlayerRelationToOwner() |
Obsolete: GetPlayerRelationToOwner() is useless ingame. Mods should use the one in ModAPI.IMyCubeBlock Inherited from IMyCubeBlock |
| GetUserRelationToOwner(long) | Inherited from IMyCubeBlock |
| UpdateIsWorking() |
Obsolete Inherited from IMyCubeBlock |
| UpdateVisual() |
Obsolete Inherited from IMyCubeBlock |
| HasLocalPlayerAccess() | Inherited from IMyTerminalBlock |
| HasPlayerAccess(long) | Inherited from IMyTerminalBlock |
| SetCustomName(string) |
Obsolete: Use the setter of Customname Inherited from IMyTerminalBlock |
| SetCustomName(StringBuilder) |
Obsolete: Use the setter of Customname Inherited from IMyTerminalBlock |
| GetActions(List, Func) | Inherited from IMyTerminalBlock |
| SearchActionsOfName(string, List, Func) | Inherited from IMyTerminalBlock |
| GetActionWithName(string) | Inherited from IMyTerminalBlock |
| GetProperty(string) | Inherited from IMyTerminalBlock |
| GetProperties(List, Func) | Inherited from IMyTerminalBlock |
| IsSameConstructAs(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 |
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!