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VRage.Game.ModAPI.Ingame.IMySlimBlock
Morten Aune Lyrstad edited this page Apr 16, 2022
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46 revisions
← Index ← Namespace Index
public interface IMySlimBlockBasic block interface (PB scripting interface)
Namespace: VRage.Game.ModAPI.Ingame
Assembly: VRage.Game.dll
| Member | Description |
|---|---|
| \$1float AccumulatedDamage { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.AccumulatedDamage) | Current accumlated damage, pending application |
| \$1SerializableDefinitionId BlockDefinition { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.BlockDefinition) | Block definition ID |
| \$1float BuildIntegrity { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.BuildIntegrity) | Build integrity (of components) |
| \$1float BuildLevelRatio { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.BuildLevelRatio) | Ratio of BuildIntegrity and MaxIntegrity |
| \$1Vector3 ColorMaskHSV { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.ColorMaskHSV) | Gets the color of the block |
| \$1IMyCubeGrid CubeGrid { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.CubeGrid) | Gets the grid the slimblock is on |
| \$1float CurrentDamage { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.CurrentDamage) | BuildIntegrity - Integrity |
| \$1float DamageRatio { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.DamageRatio) | |
| \$1IMyCubeBlock FatBlock { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.FatBlock) | Gets the fatblock if there is one |
| \$1bool HasDeformation { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.HasDeformation) | If this block is deformed (bones deformed) |
| \$1bool IsDestroyed { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.IsDestroyed) | Gets if component stack is empty |
| \$1bool IsFullIntegrity { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.IsFullIntegrity) | Integrity is at maximum |
| \$1bool IsFullyDismounted { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.IsFullyDismounted) | Gets if component stack is empty |
| \$1float Mass { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.Mass) | Block mass |
| \$1float MaxDeformation { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.MaxDeformation) | Maximum deformation of block |
| \$1float MaxIntegrity { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.MaxIntegrity) | The maximum integrity of block |
| \$1long OwnerId { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.OwnerId) | Fatblock owner, if present; otherwise grid owner |
| \$1Vector3I Position { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.Position) | Grid relative position of block |
| \$1bool ShowParts { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.ShowParts) | Gets if sub parts are shown |
| \$1MyStringHash SkinSubtypeId { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.SkinSubtypeId) | Gets the skin of the block |
| \$1bool StockpileAllocated { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.StockpileAllocated) | A component stockpile has been allocated |
| \$1bool StockpileEmpty { get; }](VRage.Game.ModAPI.Ingame.IMySlimBlock.StockpileEmpty) | The component stockpile is empty (no build components) |
| Member | Description |
|---|---|
| \$1void GetMissingComponents(Dictionary\$1string, int>)](VRage.Game.ModAPI.Ingame.IMySlimBlock.GetMissingComponents) | Gets the list of missing components for this block |
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!