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| float | InventoryMaxVolume |
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| Vector3 | InventorySize |
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| MyStringHash | ResourceSinkGroup |
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| float | StandbyPowerConsumption |
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| float | OperationalPowerConsumption |
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| List< MyBlueprintClassDefinition > | BlueprintClasses |
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| MyInventoryConstraint | InputInventoryConstraint |
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| MyInventoryConstraint | OutputInventoryConstraint |
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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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