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VRage.Game.ModAPI.Ingame.IMyCubeBlock
Morten Aune Lyrstad edited this page Apr 16, 2022
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60 revisions
← Index ← Namespace Index
public interface IMyCubeBlock: IMyEntityBasic cube interface
Namespace: VRage.Game.ModAPI.Ingame
Assembly: VRage.Game.dll
Implements:
Inheritors:
- IMyAdvancedDoor
- IMyAirtightDoorBase
- IMyAirtightHangarDoor
- IMyAirtightSlideDoor
- IMyAirVent
- IMyArtificialMassBlock
- IMyAssembler
- IMyAttachableTopBlock
- IMyBatteryBlock
- IMyBeacon
- IMyButtonPanel
- IMyCameraBlock
- IMyCargoContainer
- IMyCockpit
- IMyCollector
- IMyControlPanel
- IMyConveyor
- IMyConveyorSorter
- IMyConveyorTube
- IMyCryoChamber
- IMyDecoy
- IMyDoor
- IMyExtendedPistonBase
- IMyFunctionalBlock
- IMyGasGenerator
- IMyGasTank
- IMyGravityGenerator
- IMyGravityGeneratorBase
- IMyGravityGeneratorSphere
- IMyGyro
- IMyHeatVent
- IMyInteriorLight
- IMyJumpDrive
- IMyLandingGear
- IMyLargeConveyorTurretBase
- IMyLargeGatlingTurret
- IMyLargeInteriorTurret
- IMyLargeMissileTurret
- IMyLargeTurretBase
- IMyLaserAntenna
- IMyLightingBlock
- IMyMechanicalConnectionBlock
- IMyMedicalRoom
- IMyMotorAdvancedRotor
- IMyMotorAdvancedStator
- IMyMotorBase
- IMyMotorRotor
- IMyMotorStator
- IMyMotorSuspension
- IMyOreDetector
- IMyOxygenFarm
- IMyOxygenGenerator
- IMyOxygenTank
- IMyParachute
- IMyPassage
- IMyPistonBase
- IMyPistonTop
- IMyPowerProducer
- IMyProductionBlock
- IMyProgrammableBlock
- IMyProjector
- IMyRadioAntenna
- IMyReactor
- IMyRefinery
- IMyReflectorLight
- IMyRemoteControl
- IMySafeZoneBlock
- IMySensorBlock
- IMyShipConnector
- IMyShipController
- IMyShipDrill
- IMyShipGrinder
- IMyShipMergeBlock
- IMyShipToolBase
- IMyShipWelder
- IMySmallGatlingGun
- IMySmallMissileLauncher
- IMySmallMissileLauncherReload
- IMySolarPanel
- IMySoundBlock
- IMySpaceBall
- IMyStoreBlock
- IMyTargetDummyBlock
- IMyTerminalBlock
- IMyTextPanel
- IMyThrust
- IMyTimerBlock
- IMyTurretControlBlock
- IMyUpgradableBlock
- IMyUpgradeModule
- IMyUserControllableGun
- IMyVirtualMass
- IMyWarhead
- IMyWheel
| Member | Description |
|---|---|
| SerializableDefinitionId BlockDefinition { get; } | Gets definition.Id assigned to this block |
| bool Closed { get; } | True if the block has been removed from the world. Inherited from IMyEntity |
| MyEntityComponentContainer Components { get; } | Gets blocks component logic container Inherited from IMyEntity |
| IMyCubeGrid CubeGrid { get; } | Grid in which the block is placed |
| string DefinitionDisplayNameText { get; } | Definition name |
| float DisassembleRatio { get; } | Is set in definition Ratio at which is the block disassembled (grinding) Bigger values - longer grinding |
| string DisplayName { get; } | Gets user friendly name of entity. May be null For block terminal name use DisplayNameText Inherited from IMyEntity |
| string DisplayNameText { get; } | Translated block name |
| long EntityId { get; } | Id of entity Inherited from IMyEntity |
| bool 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 |
| int InventoryCount { get; } | Returns the count of the number of inventories this entity has. Inherited from IMyEntity |
| bool IsBeingHacked { get; } | Hacking of the block is in progress |
| bool IsFunctional { get; } | Gets if integrity is above breaking threshold |
| bool IsWorking { get; } | True if block is able to do its work depening on block type (is functional, powered, enabled, etc...) |
| float Mass { get; } | Block mass |
| Vector3I Max { get; } | Maximum coordinates of grid cells occupied by this block |
| Vector3I Min { get; } | Minimum coordinates of grid cells occupied by this block |
| string Name { get; } | Some entities can have uniq name, and game can find them by name VRage.ModAPI.IMyEntities.TryGetEntityByName(System.String,VRage.ModAPI.IMyEntity@) Inherited from IMyEntity |
| int NumberInGrid { get; } | Order in which were the blocks of same type added to grid Used in default display name |
| MyBlockOrientation Orientation { get; } | Returns block orientation in base 6 directions |
| long OwnerId { get; } | IdentityId of player owning block (not steam Id) |
| Vector3I Position { get; } | Position in grid coordinates |
| BoundingBoxD WorldAABB { get; } | Gets world axis-aligned bounding box Inherited from IMyEntity |
| BoundingBoxD WorldAABBHr { get; } | Gets world axis-aligned bounding box Inherited from IMyEntity |
| MatrixD WorldMatrix { get; } | Gets world matrix of this entity Inherited from IMyEntity |
| BoundingSphereD WorldVolume { get; } | Gets bounding sphere of this entity Inherited from IMyEntity |
| BoundingSphereD WorldVolumeHr { get; } | Gets bounding sphere of this entity Inherited from IMyEntity |
| Member | Description |
|---|---|
| IMyInventory GetInventory() | Simply get the MyInventoryBase component stored in this entity. Inherited from IMyEntity |
| IMyInventory GetInventory(int) | Search for inventory component with maching index. Inherited from IMyEntity |
| string GetOwnerFactionTag() | Tag of faction owning block |
| MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner() |
Obsolete: GetPlayerRelationToOwner() is useless ingame. Mods should use the one in ModAPI.IMyCubeBlock Relation of local player to the block Should not be called on Dedicated Server. |
| Vector3D GetPosition() | Gets position in world coordinates Inherited from IMyEntity |
| MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long, MyRelationsBetweenPlayerAndBlock = MyRelationsBetweenPlayerAndBlock.NoOwnership) | Gets relation to owner of block |
| void UpdateIsWorking() |
Obsolete Force refresh working state. Call if you change block state that could affect its working status. |
| void UpdateVisual() |
Obsolete Updates block visuals (ie. block emissivity) |
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!