This repository was archived by the owner on Dec 13, 2025. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 123
VRage.Game.ModAPI.Ingame.IMyCubeBlock
Malware edited this page Dec 21, 2018
·
60 revisions
← Index
Namespace: VRage.Game.ModAPI.Ingame
Assembly: VRage.Game.dll
Implements:
Basic cube interface
| [`SerializableDefinitionId BlockDefinition`](VRage.Game.ModAPI.Ingame.BlockDefinition) | |
| [`bool CheckConnectionAllowed`](VRage.Game.ModAPI.Ingame.CheckConnectionAllowed) | |
| [`IMyCubeGrid CubeGrid`](VRage.Game.ModAPI.Ingame.CubeGrid) | Grid in which the block is placed |
| [`string DefinitionDisplayNameText`](VRage.Game.ModAPI.Ingame.DefinitionDisplayNameText) | Definition name |
| [`float DisassembleRatio`](VRage.Game.ModAPI.Ingame.DisassembleRatio) | Is set in definition Ratio at which is the block disassembled (grinding) |
| [`string DisplayNameText`](VRage.Game.ModAPI.Ingame.DisplayNameText) | Translated block name |
| [`bool IsBeingHacked`](VRage.Game.ModAPI.Ingame.IsBeingHacked) | Hacking of the block is in progress |
| [`bool IsFunctional`](VRage.Game.ModAPI.Ingame.IsFunctional) | True if integrity is above breaking threshold |
| [`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...) |
| [`Vector3I Max`](VRage.Game.ModAPI.Ingame.Max) | Maximum coordinates of grid cells occupied by this block |
| [`float Mass`](VRage.Game.ModAPI.Ingame.Mass) | Block mass |
| [`Vector3I Min`](VRage.Game.ModAPI.Ingame.Min) | Minimum coordinates of grid cells occupied by this block |
| [`int NumberInGrid`](VRage.Game.ModAPI.Ingame.NumberInGrid) | Order in which were the blocks of same type added to grid Used in default display name |
| [`MyBlockOrientation Orientation`](VRage.Game.ModAPI.Ingame.Orientation) | Returns block orientation in base 6 directions |
| [`long OwnerId`](VRage.Game.ModAPI.Ingame.OwnerId) | Id of player owning block (not steam Id) |
| [`Vector3I Position`](VRage.Game.ModAPI.Ingame.Position) | Position in grid coordinates |
| [`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_ |
| [`string GetOwnerFactionTag()`](VRage.Game.ModAPI.Ingame.GetOwnerFactionTag) | Tag of faction owning block |
| [`MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner()`](VRage.Game.ModAPI.Ingame.GetPlayerRelationToOwner) | |
| [`MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long playerId)`](VRage.Game.ModAPI.Ingame.GetUserRelationToOwner) | |
| [`void UpdateIsWorking()`](VRage.Game.ModAPI.Ingame.UpdateIsWorking) | |
| [`void UpdateVisual()`](VRage.Game.ModAPI.Ingame.UpdateVisual) | |
| [`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()_ |
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!