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string | LockSound |
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string | UnlockSound |
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string | FailedAttachSound |
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Public Attributes inherited from Sandbox.Definitions.MyCubeBlockDefinition |
MyCubeSize | CubeSize |
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MyBlockTopology | BlockTopology = MyBlockTopology.TriangleMesh |
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Vector3I | Size |
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Vector3 | ModelOffset |
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bool | UseModelIntersection = false |
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MyCubeDefinition | CubeDefinition |
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bool | SilenceableByShipSoundSystem = false |
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Component[] | Components |
| Index 0 is first component on stack, the one which is build first and destroyed last. More...
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UInt16 | CriticalGroup |
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float | CriticalIntegrityRatio |
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float | OwnershipIntegrityRatio |
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float | MaxIntegrityRatio |
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float | MaxIntegrity |
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int | DamageEffectID = null |
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string | DestroyEffect = "" |
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MySoundPair | DestroySound = MySoundPair.Empty |
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CubeBlockEffectBase[] | Effects |
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MountPoint[] | MountPoints |
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Dictionary< Vector3I, Dictionary< Vector3I, bool > > | IsCubePressurized |
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MyBlockNavigationDefinition | NavigationDefinition |
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Color | Color |
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List< MyCubeBlockDefinition > | Variants = new List<MyCubeBlockDefinition>() |
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MyCubeBlockDefinition | UniqueVersion |
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MyPhysicsOption | PhysicsOption |
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MyStringId | DisplayNameVariant |
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string | BlockPairName |
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float | DeformationRatio |
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float | IntegrityPointsPerSec |
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string | EdgeType |
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List< BoneInfo > | Skeleton |
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Dictionary< Vector3I, Vector3 > | Bones |
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bool | IsAirTight = false |
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MyStringId | BuildType |
| Building type - always lower case (wall, ...). More...
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string | BuildMaterial |
| Build material - always lower case (for walls - "stone", "wood"). More...
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MyDefinitionId[] | GeneratedBlockDefinitions |
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MyStringId | GeneratedBlockType |
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float | BuildProgressToPlaceGeneratedBlocks |
| Value of build progress when generated blocks start to generate. More...
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bool | CreateFracturedPieces |
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string[] | CompoundTemplates |
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bool | CompoundEnabled |
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string | MultiBlock |
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Dictionary< string, MyDefinitionId > | SubBlockDefinitions |
| Map from dummy name subblock definition. More...
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MyDefinitionId[] | BlockStages |
| Array of block stages. Stage represents other block definition which have different UV mapping, mirrored model, etc (stone rounded corner...). Stages can be cycled when building cubes. More...
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BuildProgressModel[] | BuildProgressModels |
| Models used when building. They are sorted in ascending order according to their percentage. More...
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float | DisassembleRatio |
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MyAutorotateMode | AutorotateMode |
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MySoundPair | PrimarySound |
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MySoundPair | ActionSound |
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MySoundPair | DamagedSound |
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int | Points |
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Dictionary< string, MyObjectBuilder_ComponentBase > | EntityComponents = null |
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VoxelPlacementOverride | VoxelPlacement |
| Defines how much block can penetrate voxel. More...
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Public Attributes inherited from Sandbox.Definitions.MyPhysicalModelDefinition |
string | Model |
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MyPhysicalMaterialDefinition | PhysicalMaterial |
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float | Mass |
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MyDefinitionId | Id |
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MyStringId | DisplayNameEnum |
| Enum used for localization of display name. Null for player created definitions. More...
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MyStringId | DescriptionEnum |
| Enum used for localization of description. Null for player created definitions. More...
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String | DisplayNameString |
| String name used for user created definitions which do not have localization support. More...
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String | DescriptionString |
| String used for user created description which do not have localization support. More...
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string[] | Icons |
| Icons for the definition, they are used from top to bottom. More...
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bool | Enabled = true |
| Definition can be disabled by mod, then it will be removed from definition manager More...
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bool | Public = true |
| Indicates if definition should be offered in Cube builder More...
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bool | AvailableInSurvival |
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MyModContext | Context |
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Definition at line 13 of file MyLandingGearDefinition.cs.