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SpaceEngineers.Game.ModAPI.Ingame.IMySolarPanel
Malware edited this page Dec 21, 2018
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59 revisions
← Index
Namespace: SpaceEngineers.Game.ModAPI.Ingame
Assembly: SpaceEngineers.Game.dll
Implements:
Sandbox.ModAPI.Ingame.IMyTerminalBlockVRage.Game.ModAPI.Ingame.IMyCubeBlockVRage.Game.ModAPI.Ingame.IMyEntity
| [`float CurrentOutput`](SpaceEngineers.Game.ModAPI.Ingame.CurrentOutput) | Current output of solar panel in Megawatts |
| [`float MaxOutput`](SpaceEngineers.Game.ModAPI.Ingame.MaxOutput) | Maximum output of solar panel in Megawatts |
| [`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_ |
| [`string CustomName`](Sandbox.ModAPI.Ingame.CustomName) | _Inherited from string CustomName_ |
| [`string CustomNameWithFaction`](Sandbox.ModAPI.Ingame.CustomNameWithFaction) | _Inherited from string CustomNameWithFaction_ |
| [`string DetailedInfo`](Sandbox.ModAPI.Ingame.DetailedInfo) | _Inherited from string DetailedInfo_ |
| [`string CustomInfo`](Sandbox.ModAPI.Ingame.CustomInfo) | _Inherited from string CustomInfo_ |
| [`string CustomData`](Sandbox.ModAPI.Ingame.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 string CustomData_ |
| [`bool ShowOnHUD`](Sandbox.ModAPI.Ingame.ShowOnHUD) | _Inherited from bool ShowOnHUD_ |
| [`bool ShowInTerminal`](Sandbox.ModAPI.Ingame.ShowInTerminal) | _Inherited from bool ShowInTerminal_ |
| [`bool ShowInToolbarConfig`](Sandbox.ModAPI.Ingame.ShowInToolbarConfig) | _Inherited from bool ShowInToolbarConfig_ |
| [`bool ShowInInventory`](Sandbox.ModAPI.Ingame.ShowInInventory) | _Inherited from bool ShowInInventory_ |
| [`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()_ |
| [`bool HasLocalPlayerAccess()`](Sandbox.ModAPI.Ingame.HasLocalPlayerAccess) | _Inherited from bool HasLocalPlayerAccess()_ |
| [`bool HasPlayerAccess(long playerId)`](Sandbox.ModAPI.Ingame.HasPlayerAccess) | _Inherited from bool HasPlayerAccess(long playerId)_ |
| [`void SetCustomName(string text)`](Sandbox.ModAPI.Ingame.SetCustomName) | _Inherited from void SetCustomName(string text)_ |
| [`void SetCustomName(StringBuilder text)`](Sandbox.ModAPI.Ingame.SetCustomName) | _Inherited from void SetCustomName(StringBuilder text)_ |
| [`void GetActions(List resultList, Func collect)`](Sandbox.ModAPI.Ingame.GetActions) | _Inherited from void GetActions(List resultList, Func collect)_ |
| [`void SearchActionsOfName(string name, List resultList, Func collect)`](Sandbox.ModAPI.Ingame.SearchActionsOfName) | _Inherited from void SearchActionsOfName(string name, List resultList, Func collect)_ |
| [`ITerminalAction GetActionWithName(string name)`](Sandbox.ModAPI.Ingame.GetActionWithName) | _Inherited from ITerminalAction GetActionWithName(string name)_ |
| [`ITerminalProperty GetProperty(string id)`](Sandbox.ModAPI.Ingame.GetProperty) | _Inherited from ITerminalProperty GetProperty(string id)_ |
| [`void GetProperties(List resultList, Func collect)`](Sandbox.ModAPI.Ingame.GetProperties) | _Inherited from void GetProperties(List resultList, Func collect)_ |
| [`bool IsSameConstructAs(IMyTerminalBlock other)`](Sandbox.ModAPI.Ingame.IsSameConstructAs) | 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 bool IsSameConstructAs(IMyTerminalBlock other)_ |
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!