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Sandbox.ModAPI.Ingame.IMyShipController
Malware edited this page Dec 21, 2018
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69 revisions
← Index
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:
Sandbox.ModAPI.Ingame.IMyTerminalBlockVRage.Game.ModAPI.Ingame.IMyCubeBlockVRage.Game.ModAPI.Ingame.IMyEntity
| Member | Description |
|---|---|
bool CanControlShip |
Determines whether this specific ship controller is capable of controlling the ship it's installed on. |
bool IsUnderControl |
Indicates whether a block is locally or remotely controlled. |
bool HasWheels |
Determines whether there are any wheels on this ship. |
bool ControlWheels |
Gets or sets whether wheels are being controlled by this controller. |
bool ControlThrusters |
Gets or sets whether thrusters are being controlled by this controller. |
bool HandBrake |
Gets or sets the current state of the handbrake. |
bool DampenersOverride |
Gets or sets whether dampeners are currently enabled. |
bool ShowHorizonIndicator |
Gets or sets whether the horizon indicator should be displayed for this block. |
VRageMath.Vector3 MoveIndicator |
Directional input from user/autopilot. Values can be very large with high controller sensitivity |
VRageMath.Vector2 RotationIndicator |
Pitch, yaw input from user/autopilot. Values can be very large with high controller sensitivity |
float RollIndicator |
Roll input from user/autopilot. Values can be very large with high controller sensitivity |
VRageMath.Vector3D CenterOfMass |
Center of mass in world coordinates |
bool IsMainCockpit |
Gets or sets if this controller is the main one. |
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 |
| Member | Description |
|---|---|
VRageMath.Vector3D GetNaturalGravity() |
Gets the detected natural gravity vector and power at the current location. |
VRageMath.Vector3D GetArtificialGravity() |
Gets the detected artificial gravity vector and power at the current location. |
VRageMath.Vector3D GetTotalGravity() |
Gets the total accumulated gravity vector and power at the current location, taking both natural and artificial gravity into account. |
double GetShipSpeed() |
Gets the basic ship speed in meters per second, for when you just need to know how fast you're going. |
Sandbox.ModAPI.Ingame.MyShipVelocities 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. |
Sandbox.ModAPI.Ingame.MyShipMass CalculateShipMass() |
Gets information about the current mass of the ship. |
bool TryGetPlanetPosition(ref VRageMath.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. |
bool TryGetPlanetElevation(Sandbox.ModAPI.Ingame.MyPlanetElevation, ref 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. |
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
|
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!