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VRage.Game.ModAPI.Ingame.IMyCubeBlock

Morten Aune Lyrstad edited this page Apr 16, 2022 · 60 revisions

IndexNamespace Index

IMyCubeBlock Interface

public interface IMyCubeBlock: IMyEntity

Basic cube interface

Namespace: VRage.Game.ModAPI.Ingame
Assembly: VRage.Game.dll

Implements:

Inheritors:

Properties

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

Methods

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])](VRage.Game.ModAPI.Ingame.IMyCubeBlock.GetUserRelationToOwner) 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)

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