VRage.Game.ModAPI.Ingame.IMyCubeBlock - bimbam2103/space_engineers GitHub Wiki

IndexNamespace Index

IMyCubeBlock Interface

public interface IMyCubeBlock: IMyEntity

Basic cube interface

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

Implements:

Inheritors:

Properties

SerializableDefinitionId BlockDefinition { get; }

Gets definition.Id assigned to this block

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 DisplayNameText { get; }

Translated block name

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

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

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

string DisplayName { get; }

Gets user friendly name of entity. May be null For block terminal name use DisplayNameText

Inherited from IMyEntity

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

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

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

string GetOwnerFactionTag()

Tag of faction owning block

MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long playerId, MyRelationsBetweenPlayerAndBlock defaultNoUser = MyRelationsBetweenPlayerAndBlock.NoOwnership)

Gets relation to owner of block

IMyInventory GetInventory()

Simply get the MyInventoryBase component stored in this entity.

Inherited from IMyEntity

IMyInventory GetInventory(int index)

Search for inventory component with maching index.

Inherited from IMyEntity

Vector3D GetPosition()

Gets position in world coordinates

Inherited from IMyEntity

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.

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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