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Sandbox.ModAPI.Ingame.IMyUpgradableBlock
Malware edited this page Dec 21, 2018
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← Index
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:
interface to retrieve upgrade effects on block
| [`uint UpgradeCount`](Sandbox.ModAPI.Ingame.UpgradeCount) | number of upgrades applied |
| [`MyEntityComponentContainer Components`](VRage.Game.ModAPI.Ingame.Components) | _Inherited from MyEntityComponentContainer Components_ |
| [`long EntityId`](VRage.Game.ModAPI.Ingame.EntityId) | _Inherited from long EntityId_ |
| [`string Name`](VRage.Game.ModAPI.Ingame.Name) | _Inherited from string Name_ |
| [`string DisplayName`](VRage.Game.ModAPI.Ingame.DisplayName) | _Inherited from string DisplayName_ |
| [`bool HasInventory`](VRage.Game.ModAPI.Ingame.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 bool HasInventory_ |
| [`int InventoryCount`](VRage.Game.ModAPI.Ingame.InventoryCount) | Returns the count of the number of inventories this entity has. _Inherited from int InventoryCount_ |
| [`BoundingBoxD WorldAABB`](VRage.Game.ModAPI.Ingame.WorldAABB) | _Inherited from BoundingBoxD WorldAABB_ |
| [`BoundingBoxD WorldAABBHr`](VRage.Game.ModAPI.Ingame.WorldAABBHr) | _Inherited from BoundingBoxD WorldAABBHr_ |
| [`MatrixD WorldMatrix`](VRage.Game.ModAPI.Ingame.WorldMatrix) | _Inherited from MatrixD WorldMatrix_ |
| [`BoundingSphereD WorldVolume`](VRage.Game.ModAPI.Ingame.WorldVolume) | _Inherited from BoundingSphereD WorldVolume_ |
| [`BoundingSphereD WorldVolumeHr`](VRage.Game.ModAPI.Ingame.WorldVolumeHr) | _Inherited from BoundingSphereD WorldVolumeHr_ |
| [`SerializableDefinitionId BlockDefinition`](VRage.Game.ModAPI.Ingame.BlockDefinition) | _Inherited from SerializableDefinitionId BlockDefinition_ |
| [`bool CheckConnectionAllowed`](VRage.Game.ModAPI.Ingame.CheckConnectionAllowed) | _Inherited from bool CheckConnectionAllowed_ |
| [`IMyCubeGrid CubeGrid`](VRage.Game.ModAPI.Ingame.CubeGrid) | Grid in which the block is placed _Inherited from IMyCubeGrid CubeGrid_ |
| [`string DefinitionDisplayNameText`](VRage.Game.ModAPI.Ingame.DefinitionDisplayNameText) | Definition name _Inherited from string DefinitionDisplayNameText_ |
| [`float DisassembleRatio`](VRage.Game.ModAPI.Ingame.DisassembleRatio) | Is set in definition Ratio at which is the block disassembled (grinding) _Inherited from float DisassembleRatio_ |
| [`string DisplayNameText`](VRage.Game.ModAPI.Ingame.DisplayNameText) | Translated block name _Inherited from string DisplayNameText_ |
| [`bool IsBeingHacked`](VRage.Game.ModAPI.Ingame.IsBeingHacked) | Hacking of the block is in progress _Inherited from bool IsBeingHacked_ |
| [`bool IsFunctional`](VRage.Game.ModAPI.Ingame.IsFunctional) | True if integrity is above breaking threshold _Inherited from bool IsFunctional_ |
| [`bool IsWorking`](VRage.Game.ModAPI.Ingame.IsWorking) | True if block is able to do its work depening on block type (is functional, powered, enabled, etc...) _Inherited from bool IsWorking_ |
| [`Vector3I Max`](VRage.Game.ModAPI.Ingame.Max) | Maximum coordinates of grid cells occupied by this block _Inherited from Vector3I Max_ |
| [`float Mass`](VRage.Game.ModAPI.Ingame.Mass) | Block mass _Inherited from float Mass_ |
| [`Vector3I Min`](VRage.Game.ModAPI.Ingame.Min) | Minimum coordinates of grid cells occupied by this block _Inherited from Vector3I Min_ |
| [`int NumberInGrid`](VRage.Game.ModAPI.Ingame.NumberInGrid) | Order in which were the blocks of same type added to grid Used in default display name _Inherited from int NumberInGrid_ |
| [`MyBlockOrientation Orientation`](VRage.Game.ModAPI.Ingame.Orientation) | Returns block orientation in base 6 directions _Inherited from MyBlockOrientation Orientation_ |
| [`long OwnerId`](VRage.Game.ModAPI.Ingame.OwnerId) | Id of player owning block (not steam Id) _Inherited from long OwnerId_ |
| [`Vector3I Position`](VRage.Game.ModAPI.Ingame.Position) | Position in grid coordinates _Inherited from Vector3I Position_ |
| [`void GetUpgrades(ref Dictionary upgrades)`](Sandbox.ModAPI.Ingame.GetUpgrades) | get list of upgrades (r/o); string - upgrade type, float - effect value as float (1 = 100%) |
| [`IMyInventory GetInventory()`](VRage.Game.ModAPI.Ingame.GetInventory) | Simply get the MyInventoryBase component stored in this entity. _Inherited from IMyInventory GetInventory()_ |
| [`IMyInventory GetInventory(int index)`](VRage.Game.ModAPI.Ingame.GetInventory) | Search for inventory component with maching index. _Inherited from IMyInventory GetInventory(int index)_ |
| [`Vector3D GetPosition()`](VRage.Game.ModAPI.Ingame.GetPosition) | _Inherited from Vector3D GetPosition()_ |
| [`string GetOwnerFactionTag()`](VRage.Game.ModAPI.Ingame.GetOwnerFactionTag) | Tag of faction owning block _Inherited from string GetOwnerFactionTag()_ |
| [`MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner()`](VRage.Game.ModAPI.Ingame.GetPlayerRelationToOwner) | _Inherited from MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner()_ |
| [`MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long playerId)`](VRage.Game.ModAPI.Ingame.GetUserRelationToOwner) | _Inherited from MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long playerId)_ |
| [`void UpdateIsWorking()`](VRage.Game.ModAPI.Ingame.UpdateIsWorking) | _Inherited from void UpdateIsWorking()_ |
| [`void UpdateVisual()`](VRage.Game.ModAPI.Ingame.UpdateVisual) | _Inherited from void UpdateVisual()_ |
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!