Space Engineers
Public Member Functions | Properties | List of all members
VRage.Game.ModAPI.IMySlimBlock Interface Reference
Inheritance diagram for VRage.Game.ModAPI.IMySlimBlock:
VRage.Game.ModAPI.Ingame.IMySlimBlock VRage.Game.ModAPI.Interfaces.IMyDestroyableObject VRage.Game.ModAPI.Interfaces.IMyDecalProxy Sandbox.Game.Entities.Cube.MySlimBlock

Public Member Functions

void AddNeighbours ()
 
void ApplyAccumulatedDamage (bool addDirtyParts=true)
 
string CalculateCurrentModel (out VRageMath.Matrix orientation)
 
void ComputeScaledCenter (out VRageMath.Vector3D scaledCenter)
 
void ComputeScaledHalfExtents (out VRageMath.Vector3 scaledHalfExtents)
 
void ComputeWorldCenter (out VRageMath.Vector3D worldCenter)
 
void FixBones (float oldDamage, float maxAllowedBoneMovement)
 
void FullyDismount (IMyInventory outputInventory)
 
MyObjectBuilder_CubeBlock GetCopyObjectBuilder ()
 
void GetMissingComponents (System.Collections.Generic.Dictionary< string, int > addToDictionary)
 
MyObjectBuilder_CubeBlock GetObjectBuilder ()
 
void InitOrientation (ref VRageMath.Vector3I forward, ref VRageMath.Vector3I up)
 
void InitOrientation (VRageMath.Base6Directions.Direction Forward, VRageMath.Base6Directions.Direction Up)
 
void InitOrientation (VRageMath.MyBlockOrientation orientation)
 
void MoveItemsFromConstructionStockpile (IMyInventory toInventory, MyItemFlags flags=MyItemFlags.None)
 
void RemoveNeighbours ()
 
void SetToConstructionSite ()
 
void SpawnConstructionStockpile ()
 
void SpawnFirstItemInConstructionStockpile ()
 
void UpdateVisual ()
 
VRageMath.Vector3 GetColorMask ()
 
void DecreaseMountLevel (float grinderAmount, IMyInventory outputInventory, bool useDefaultDeconstructEfficiency=false)
 Decreases the build level of a block More...
 
void IncreaseMountLevel (float welderMountAmount, long welderOwnerPlayerId, IMyInventory outputInventory=null, float maxAllowedBoneMovement=0, bool isHelping=false, MyOwnershipShareModeEnum share=MyOwnershipShareModeEnum.Faction)
 Increases the build level of a block More...
 
int GetConstructionStockpileItemAmount (MyDefinitionId id)
 Get the amount of items in the construction stockpile More...
 
void MoveItemsToConstructionStockpile (IMyInventory fromInventory)
 Move items missing from an inventory into the construction stockpile More...
 
void ClearConstructionStockpile (IMyInventory outputInventory)
 Clears out the construction stockpile and moves the components into a destination inventory More...
 
void PlayConstructionSound (MyIntegrityChangeEnum integrityChangeType, bool deconstruction=false)
 Play the construction sound associated with the integrity change More...
 
bool CanContinueBuild (IMyInventory sourceInventory)
 Can we continue to weld this block? More...
 
void GetWorldBoundingBox (out BoundingBoxD aabb, bool useAABBFromBlockCubes=false)
 The AABB of this block More...
 
- Public Member Functions inherited from VRage.Game.ModAPI.Interfaces.IMyDestroyableObject
void OnDestroy ()
 
bool DoDamage (float damage, MyStringHash damageSource, bool sync, MyHitInfo?hitInfo=null, long attackerId=0)
 
- Public Member Functions inherited from VRage.Game.ModAPI.Interfaces.IMyDecalProxy
void AddDecals (MyHitInfo hitInfo, MyStringHash source, object customdata, IMyDecalHandler decalHandler, MyStringHash material)
 
Parameters
hitInfoHithinfo on world coordinates
More...
 

Properties

float AccumulatedDamage [get]
 
float BuildIntegrity [get]
 
float BuildLevelRatio [get]
 
float CurrentDamage [get]
 
float DamageRatio [get]
 
IMyCubeBlock FatBlock [get]
 
bool HasDeformation [get]
 
bool IsDestroyed [get]
 
bool IsFullIntegrity [get]
 
bool IsFullyDismounted [get]
 
float MaxDeformation [get]
 
float MaxIntegrity [get]
 
float Mass [get]
 
bool ShowParts [get]
 
bool StockpileAllocated [get]
 
bool StockpileEmpty [get]
 
Vector3I Position [get, set]
 
IMyCubeGrid CubeGrid [get]
 
MyDefinitionBase BlockDefinition [get]
 The blocks definition More...
 
Vector3I Max [get]
 Largest part of block More...
 
MyBlockOrientation Orientation [get]
 Blocks orientation More...
 
List< IMySlimBlockNeighbours [get]
 The blocks that neighbour this block More...
 
- Properties inherited from VRage.Game.ModAPI.Ingame.IMySlimBlock
float AccumulatedDamage [get]
 
float BuildIntegrity [get]
 
float BuildLevelRatio [get]
 
float CurrentDamage [get]
 
float DamageRatio [get]
 
IMyCubeBlock FatBlock [get]
 
bool HasDeformation [get]
 
bool IsDestroyed [get]
 
bool IsFullIntegrity [get]
 
bool IsFullyDismounted [get]
 
float MaxDeformation [get]
 
float MaxIntegrity [get]
 
float Mass [get]
 Block mass More...
 
bool ShowParts [get]
 
bool StockpileAllocated [get]
 
bool StockpileEmpty [get]
 
Vector3I Position [get]
 
IMyCubeGrid CubeGrid [get]
 
- Properties inherited from VRage.Game.ModAPI.Interfaces.IMyDestroyableObject
float Integrity [get]
 
bool UseDamageSystem [get]
 When set to true, it should use MyDamageSystem damage routing. More...
 

Detailed Description

Definition at line 9 of file IMySlimBlock.cs.

Member Function Documentation

void VRage.Game.ModAPI.IMySlimBlock.AddNeighbours ( )
void VRage.Game.ModAPI.IMySlimBlock.ApplyAccumulatedDamage ( bool  addDirtyParts = true)
string VRage.Game.ModAPI.IMySlimBlock.CalculateCurrentModel ( out VRageMath.Matrix  orientation)
bool VRage.Game.ModAPI.IMySlimBlock.CanContinueBuild ( IMyInventory  sourceInventory)

Can we continue to weld this block?

Parameters
sourceInventorySource inventory that is used for components
Returns
void VRage.Game.ModAPI.IMySlimBlock.ClearConstructionStockpile ( IMyInventory  outputInventory)

Clears out the construction stockpile and moves the components into a destination inventory

Parameters
outputInventoryThe inventory where the components are moved into
void VRage.Game.ModAPI.IMySlimBlock.ComputeScaledCenter ( out VRageMath.Vector3D  scaledCenter)
void VRage.Game.ModAPI.IMySlimBlock.ComputeScaledHalfExtents ( out VRageMath.Vector3  scaledHalfExtents)
void VRage.Game.ModAPI.IMySlimBlock.ComputeWorldCenter ( out VRageMath.Vector3D  worldCenter)
void VRage.Game.ModAPI.IMySlimBlock.DecreaseMountLevel ( float  grinderAmount,
IMyInventory  outputInventory,
bool  useDefaultDeconstructEfficiency = false 
)

Decreases the build level of a block


Parameters
grinderAmountThe integrity amount of change
outputInventoryThe inventory where output components will be sent to
useDefaultDeconstructEfficiency
void VRage.Game.ModAPI.IMySlimBlock.FixBones ( float  oldDamage,
float  maxAllowedBoneMovement 
)
void VRage.Game.ModAPI.IMySlimBlock.FullyDismount ( IMyInventory  outputInventory)
VRageMath.Vector3 VRage.Game.ModAPI.IMySlimBlock.GetColorMask ( )
int VRage.Game.ModAPI.IMySlimBlock.GetConstructionStockpileItemAmount ( MyDefinitionId  id)

Get the amount of items in the construction stockpile

Parameters
idDefinition of component in stockpile to check
Returns
Amount of components in the stockpile of this type

Implemented in Sandbox.Game.Entities.Cube.MySlimBlock.

MyObjectBuilder_CubeBlock VRage.Game.ModAPI.IMySlimBlock.GetCopyObjectBuilder ( )
void VRage.Game.ModAPI.IMySlimBlock.GetMissingComponents ( System.Collections.Generic.Dictionary< string, int >  addToDictionary)
MyObjectBuilder_CubeBlock VRage.Game.ModAPI.IMySlimBlock.GetObjectBuilder ( )
void VRage.Game.ModAPI.IMySlimBlock.GetWorldBoundingBox ( out BoundingBoxD  aabb,
bool  useAABBFromBlockCubes = false 
)

The AABB of this block

Parameters
aabb
useAABBFromBlockCubes

Implemented in Sandbox.Game.Entities.Cube.MySlimBlock.

void VRage.Game.ModAPI.IMySlimBlock.IncreaseMountLevel ( float  welderMountAmount,
long  welderOwnerPlayerId,
IMyInventory  outputInventory = null,
float  maxAllowedBoneMovement = 0,
bool  isHelping = false,
MyOwnershipShareModeEnum  share = MyOwnershipShareModeEnum.Faction 
)

Increases the build level of a block

Parameters
welderMountAmountThe integrity amount of change
welderOwnerPlayerIdThe player id of the entity increasing the mount level
outputInventoryThe inventory where components are taken from
maxAllowedBoneMovementMaximum movement of bones
isHelpingIs this increase helping another player
shareShareMode used when block becomes functional
void VRage.Game.ModAPI.IMySlimBlock.InitOrientation ( ref VRageMath.Vector3I  forward,
ref VRageMath.Vector3I  up 
)
void VRage.Game.ModAPI.IMySlimBlock.InitOrientation ( VRageMath.Base6Directions.Direction  Forward,
VRageMath.Base6Directions.Direction  Up 
)
void VRage.Game.ModAPI.IMySlimBlock.InitOrientation ( VRageMath.MyBlockOrientation  orientation)
void VRage.Game.ModAPI.IMySlimBlock.MoveItemsFromConstructionStockpile ( IMyInventory  toInventory,
MyItemFlags  flags = MyItemFlags.None 
)
void VRage.Game.ModAPI.IMySlimBlock.MoveItemsToConstructionStockpile ( IMyInventory  fromInventory)

Move items missing from an inventory into the construction stockpile

Parameters
fromInventoryThe inventory where the components are being taken from
void VRage.Game.ModAPI.IMySlimBlock.PlayConstructionSound ( MyIntegrityChangeEnum  integrityChangeType,
bool  deconstruction = false 
)

Play the construction sound associated with the integrity change

Parameters
integrityChangeTypeType of integrity change
deconstructionIs this deconstruction?

Implemented in Sandbox.Game.Entities.Cube.MySlimBlock.

void VRage.Game.ModAPI.IMySlimBlock.RemoveNeighbours ( )
void VRage.Game.ModAPI.IMySlimBlock.SetToConstructionSite ( )
void VRage.Game.ModAPI.IMySlimBlock.SpawnConstructionStockpile ( )
void VRage.Game.ModAPI.IMySlimBlock.SpawnFirstItemInConstructionStockpile ( )
void VRage.Game.ModAPI.IMySlimBlock.UpdateVisual ( )

Property Documentation

float VRage.Game.ModAPI.IMySlimBlock.AccumulatedDamage
get

Definition at line 11 of file IMySlimBlock.cs.

MyDefinitionBase VRage.Game.ModAPI.IMySlimBlock.BlockDefinition
get

The blocks definition

Definition at line 102 of file IMySlimBlock.cs.

float VRage.Game.ModAPI.IMySlimBlock.BuildIntegrity
get

Definition at line 14 of file IMySlimBlock.cs.

float VRage.Game.ModAPI.IMySlimBlock.BuildLevelRatio
get

Definition at line 15 of file IMySlimBlock.cs.

IMyCubeGrid VRage.Game.ModAPI.IMySlimBlock.CubeGrid
get

Definition at line 50 of file IMySlimBlock.cs.

float VRage.Game.ModAPI.IMySlimBlock.CurrentDamage
get

Definition at line 20 of file IMySlimBlock.cs.

float VRage.Game.ModAPI.IMySlimBlock.DamageRatio
get

Definition at line 21 of file IMySlimBlock.cs.

IMyCubeBlock VRage.Game.ModAPI.IMySlimBlock.FatBlock
get

Definition at line 23 of file IMySlimBlock.cs.

bool VRage.Game.ModAPI.IMySlimBlock.HasDeformation
get

Definition at line 29 of file IMySlimBlock.cs.

bool VRage.Game.ModAPI.IMySlimBlock.IsDestroyed
get

Definition at line 34 of file IMySlimBlock.cs.

bool VRage.Game.ModAPI.IMySlimBlock.IsFullIntegrity
get

Definition at line 35 of file IMySlimBlock.cs.

bool VRage.Game.ModAPI.IMySlimBlock.IsFullyDismounted
get

Definition at line 36 of file IMySlimBlock.cs.

float VRage.Game.ModAPI.IMySlimBlock.Mass
get

Definition at line 39 of file IMySlimBlock.cs.

Vector3I VRage.Game.ModAPI.IMySlimBlock.Max
get

Largest part of block

Definition at line 106 of file IMySlimBlock.cs.

float VRage.Game.ModAPI.IMySlimBlock.MaxDeformation
get

Definition at line 37 of file IMySlimBlock.cs.

float VRage.Game.ModAPI.IMySlimBlock.MaxIntegrity
get

Definition at line 38 of file IMySlimBlock.cs.

List<IMySlimBlock> VRage.Game.ModAPI.IMySlimBlock.Neighbours
get

The blocks that neighbour this block

Definition at line 114 of file IMySlimBlock.cs.

MyBlockOrientation VRage.Game.ModAPI.IMySlimBlock.Orientation
get

Blocks orientation

Definition at line 110 of file IMySlimBlock.cs.

Vector3I VRage.Game.ModAPI.IMySlimBlock.Position
getset

Definition at line 49 of file IMySlimBlock.cs.

bool VRage.Game.ModAPI.IMySlimBlock.ShowParts
get

Definition at line 43 of file IMySlimBlock.cs.

bool VRage.Game.ModAPI.IMySlimBlock.StockpileAllocated
get

Definition at line 46 of file IMySlimBlock.cs.

bool VRage.Game.ModAPI.IMySlimBlock.StockpileEmpty
get

Definition at line 47 of file IMySlimBlock.cs.


The documentation for this interface was generated from the following file: