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Sandbox.ModAPI.Ingame.IMyConveyorSorter
Morten Aune Lyrstad edited this page Feb 3, 2022
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← Index ← Namespace Index
public interface IMyConveyorSorter: IMyFunctionalBlock, IMyTerminalBlock, IMyCubeBlock, IMyEntity
Describes conveyor sorter block (PB scripting interface)
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:
Type Definitions:
- MyObjectBuilder_ConveyorSorter/LargeBlockConveyorSorter
- MyObjectBuilder_ConveyorSorter/LargeBlockConveyorSorterIndustrial
- MyObjectBuilder_ConveyorSorter/MediumBlockConveyorSorter
- MyObjectBuilder_ConveyorSorter/SmallBlockConveyorSorter
Member | Description |
---|---|
DrainAll { get; set; } | Determines whether the sorter should drain any inventories connected to it and push them to the other side - as long as the items passes the filtering as defined by the filter list ( GetFilterList(List<Sandbox.ModAPI.Ingame.MyInventoryItemFilter>) ) and Mode . |
Mode { get; } | Determines the current mode of this sorter. |
Components { get; } | Gets blocks component logic container Inherited from IMyEntity |
EntityId { get; } | Id of entity Inherited from IMyEntity |
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 |
DisplayName { get; } | Gets user friendly name of entity. May be null For block terminal name use DisplayNameText Inherited from IMyEntity |
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 |
InventoryCount { get; } | Returns the count of the number of inventories this entity has. Inherited from IMyEntity |
Closed { get; } | True if the block has been removed from the world. Inherited from IMyEntity |
WorldAABB { get; } | Gets world axis-aligned bounding box Inherited from IMyEntity |
WorldAABBHr { get; } | Gets world axis-aligned bounding box Inherited from IMyEntity |
WorldMatrix { get; } | Gets world matrix of this entity Inherited from IMyEntity |
WorldVolume { get; } | Gets bounding sphere of this entity Inherited from IMyEntity |
WorldVolumeHr { get; } | Gets bounding sphere of this entity Inherited from IMyEntity |
BlockDefinition { get; } | Gets definition.Id assigned to this block Inherited from IMyCubeBlock |
CheckConnectionAllowed { get; set; } | Whether the grid should call the ConnectionAllowed method for this block (ConnectionAllowed checks mount points and other per-block requirements) Inherited from IMyCubeBlock |
CubeGrid { get; } | Grid in which the block is placed Inherited from IMyCubeBlock |
DefinitionDisplayNameText { get; } | Definition name Inherited from IMyCubeBlock |
DisassembleRatio { get; } | Is set in definition Ratio at which is the block disassembled (grinding) Bigger values - longer grinding Inherited from IMyCubeBlock |
DisplayNameText { get; } | Translated block name Inherited from IMyCubeBlock |
IsBeingHacked { get; } | Hacking of the block is in progress Inherited from IMyCubeBlock |
IsFunctional { get; } | Gets if integrity is above breaking threshold Inherited from IMyCubeBlock |
IsWorking { get; } | True if block is able to do its work depening on block type (is functional, powered, enabled, etc...) Inherited from IMyCubeBlock |
Max { get; } | Maximum coordinates of grid cells occupied by this block Inherited from IMyCubeBlock |
Mass { get; } | Block mass Inherited from IMyCubeBlock |
Min { get; } | Minimum coordinates of grid cells occupied by this block Inherited from IMyCubeBlock |
NumberInGrid { get; } | Order in which were the blocks of same type added to grid Used in default display name Inherited from IMyCubeBlock |
Orientation { get; } | Returns block orientation in base 6 directions Inherited from IMyCubeBlock |
OwnerId { get; } | IdentityId of player owning block (not steam Id) Inherited from IMyCubeBlock |
Position { get; } | Position in grid coordinates Inherited from IMyCubeBlock |
CustomName { get; set; } | Gets or sets how block is named in Terminal menu Inherited from IMyTerminalBlock |
CustomNameWithFaction { get; } | Gets or sets how block is named in Terminal menu. Work only for Cockpit, LaserAntenna RadioAntenna, SpaceBall, Beacon Inherited from IMyTerminalBlock |
DetailedInfo { get; } | Gets information about block status. In Control panel bottom right text Inherited from IMyTerminalBlock |
CustomInfo { get; } | Gets information about block status (available from mods) Sandbox.ModAPI.IMyTerminalBlock.AppendingCustomInfo Sandbox.ModAPI.IMyTerminalBlock.RefreshCustomInfo . Inherited from IMyTerminalBlock |
CustomData { get; set; } | Gets or sets the Custom Data string. NOTE: Only use this for user input. For storing large mod configs, create your own MyModStorageComponent Inherited from IMyTerminalBlock |
ShowOnHUD { get; set; } | Represent terminal gui toggle Show On HUD . Gets or sets its valueInherited from IMyTerminalBlock |
ShowInTerminal { get; set; } | Represent terminal gui toggle Show block in terminal . Gets or sets its valueInherited from IMyTerminalBlock |
ShowInToolbarConfig { get; set; } | Represent terminal gui toggle Show in toolbar config . Gets or sets its valueInherited from IMyTerminalBlock |
ShowInInventory { get; set; } | Represent terminal gui toggle Show block in Inventory Screen . Gets or sets its valueInherited from IMyTerminalBlock |
Enabled { get; set; } | Represents terminal gui toggle. Gets or sets if block is Enabled Inherited from IMyFunctionalBlock |
Member | Description |
---|---|
GetFilterList(List) | Gets the items currently being allowed through or rejected, depending on the Mode . |
AddItem(MyInventoryItemFilter) | Adds a single item to the filter list. See SetFilter(MyConveyorSorterMode, List<Sandbox.ModAPI.Ingame.MyInventoryItemFilter>) to change the filter mode and/or fill the entire list in one go. |
RemoveItem(MyInventoryItemFilter) | Removes a single item from the filter list. See SetFilter(MyConveyorSorterMode, List<Sandbox.ModAPI.Ingame.MyInventoryItemFilter>) to change the filter mode and/or clear the entire list in one go. |
IsAllowed(MyDefinitionId) | Determines whether a given item type is allowed go through the sorter, depending on the filter list ( GetFilterList(List<Sandbox.ModAPI.Ingame.MyInventoryItemFilter>) ) and Mode . |
SetFilter(MyConveyorSorterMode, List) | Changes the sorter to desired mode and filters the provided items. You can pass innull to empty the list. |
GetInventory() | Simply get the MyInventoryBase component stored in this entity. Inherited from IMyEntity |
GetInventory(int) | Search for inventory component with maching index. Inherited from IMyEntity |
GetPosition() | Gets position in world coordinates Inherited from IMyEntity |
GetOwnerFactionTag() | Tag of faction owning block Inherited from IMyCubeBlock |
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. Inherited from IMyCubeBlock |
GetUserRelationToOwner(long, MyRelationsBetweenPlayerAndBlock) | Gets relation to owner of block Inherited from IMyCubeBlock |
UpdateIsWorking() |
Obsolete Force refresh working state. Call if you change block state that could affect its working status. Inherited from IMyCubeBlock |
UpdateVisual() |
Obsolete Updates block visuals (ie. block emissivity) Inherited from IMyCubeBlock |
HasLocalPlayerAccess() | Returns if local player can use block. Executes HasPlayerAccess(long, MyRelationsBetweenPlayerAndBlock) with local player identityId. On Dedicated Server as identityId it is using 0 as playerId Inherited from IMyTerminalBlock |
HasPlayerAccess(long, MyRelationsBetweenPlayerAndBlock) | Returns if local player can use block. It is also checking for admin access. Inherited from IMyTerminalBlock |
SetCustomName(string) |
Obsolete: Use the setter of Customname Inherited from IMyTerminalBlock |
SetCustomName(StringBuilder) |
Obsolete: Use the setter of Customname Inherited from IMyTerminalBlock |
GetActions(List, Func) | Get all terminal actions available for block Inherited from IMyTerminalBlock |
SearchActionsOfName(string, List, Func) | Get all terminal actions available for block. NOTE: First called <br /><br /> and then <br /><br /> checkInherited from IMyTerminalBlock |
GetActionWithName(string) | Get first found terminal action with name Inherited from IMyTerminalBlock |
GetProperty(string) | Finds terminal property with provided id Inherited from IMyTerminalBlock |
GetProperties(List, Func) | Get all terminal actions available for block. Inherited from IMyTerminalBlock |
IsSameConstructAs(IMyTerminalBlock) | Determines whether this block is VRage.Game.ModAPI.GridLinkTypeEnum.Mechanical connected to the other. This is any block connected with rotors or pistons or other mechanical devices, but not things like connectors. This will in most cases constitute your complete construct. Be aware that using merge blocks combines grids into one, so this function will not filter out grids connected that way. Also be aware that detaching the heads of pistons and rotors will cause this connection to change. Inherited from IMyTerminalBlock |
RequestEnable(bool) |
Obsolete: Use the setter of Enabled Inherited from IMyFunctionalBlock |
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!