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Sandbox.ModAPI.Ingame.IMySensorBlock
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public interface IMySensorBlock: IMyFunctionalBlock, IMyTerminalBlock, IMyCubeBlock, IMyEntity
Describes sensor block (PB scripting interface)
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:
Type Definitions:
- MyObjectBuilder_SensorBlock/LargeBlockSensor
- MyObjectBuilder_SensorBlock/SmallBlockSensor
float BackExtend { get; set; }
Gets or sets the back range of the sensor.
SerializableDefinitionId BlockDefinition { get; }
Gets definition.Id assigned to this block
Inherited from IMyCubeBlock
float BottomExtend { get; set; }
Gets or sets the bottom range of the sensor.
True if the block has been removed from the world.
Inherited from IMyEntity
MyEntityComponentContainer Components { get; }
Gets blocks component logic container
Inherited from IMyEntity
Grid in which the block is placed
Inherited from IMyCubeBlock
string 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
Gets information about block status (available from mods) Sandbox.ModAPI.IMyTerminalBlock.AppendingCustomInfo Sandbox.ModAPI.IMyTerminalBlock.RefreshCustomInfo .
Inherited from IMyTerminalBlock
string CustomName { get; set; }
Gets or sets how block is named in Terminal menu
Inherited from IMyTerminalBlock
string CustomNameWithFaction { get; }
Gets or sets how block is named in Terminal menu. Work only for Cockpit, LaserAntenna RadioAntenna, SpaceBall, Beacon
Inherited from IMyTerminalBlock
string DefinitionDisplayNameText { get; }
Definition name
Inherited from IMyCubeBlock
Gets information about block status. In Control panel bottom right text
Inherited from IMyTerminalBlock
bool DetectAsteroids { get; set; }
Gets or sets if the sensor should detect asteroids or planets.
bool DetectEnemy { get; set; }
Gets or sets if the sensor should detect enemy players.
bool DetectFloatingObjects { get; set; }
Gets or sets if the sensor should detect floating objects (components, rocks).
bool DetectFriendly { get; set; }
Gets or sets if the sensor should detect friendly players.
bool DetectLargeShips { get; set; }
Gets or sets if the sensor should detect large ships.
bool DetectNeutral { get; set; }
Gets or sets if the sensor should detect neutral players.
bool DetectOwner { get; set; }
Gets or sets if the sensor should detect the block owner.
bool DetectPlayers { get; set; }
Gets or sets if the sensor should detect players.
bool DetectSmallShips { get; set; }
Gets or sets if the sensor should detect small ships.
bool DetectStations { get; set; }
Gets or sets if the sensor should detect large stations.
bool DetectSubgrids { get; set; }
Gets or sets if the sensor should detect subgrids (eg. connected by connector).
float DisassembleRatio { get; }
Is set in definition Ratio at which is the block disassembled (grinding) Bigger values - longer grinding
Inherited from IMyCubeBlock
Gets user friendly name of entity. May be null For block terminal name use DisplayNameText
Inherited from IMyEntity
string DisplayNameText { get; }
Translated block name
Inherited from IMyCubeBlock
Represents terminal gui toggle. Gets or sets if block is Enabled
Inherited from IMyFunctionalBlock
Id of entity
Inherited from IMyEntity
float FrontExtend { get; set; }
Gets or sets the front range of the sensor.
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
Returns the count of the number of inventories this entity has.
Inherited from IMyEntity
Gets if there is any entity currently being detected.
Hacking of the block is in progress
Inherited from IMyCubeBlock
Gets if integrity is above breaking threshold
Inherited from IMyCubeBlock
True if block is able to do its work depening on block type (is functional, powered, enabled, etc...)
Inherited from IMyCubeBlock
MyDetectedEntityInfo LastDetectedEntity { get; }
float LeftExtend { get; set; }
Gets or sets the left range of the sensor.
Block mass
Inherited from IMyCubeBlock
Maximum coordinates of grid cells occupied by this block
Inherited from IMyCubeBlock
Gets the maximum range of the sensor in any direction.
Minimum coordinates of grid cells occupied by this block
Inherited from IMyCubeBlock
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
Order in which were the blocks of same type added to grid Used in default display name
Inherited from IMyCubeBlock
MyBlockOrientation Orientation { get; }
Returns block orientation in base 6 directions
Inherited from IMyCubeBlock
IdentityId of player owning block (not steam Id)
Inherited from IMyCubeBlock
bool PlayProximitySound { get; set; }
Gets or sets if the proximity sound plays when an entity is detected.
Position in grid coordinates
Inherited from IMyCubeBlock
float RightExtend { get; set; }
Gets or sets the right range of the sensor.
bool ShowInInventory { get; set; }
Represent terminal gui toggle
Show block in Inventory Screen
. Gets or sets its valueInherited from IMyTerminalBlock
bool ShowInTerminal { get; set; }
Represent terminal gui toggle
Show block in terminal
. Gets or sets its valueInherited from IMyTerminalBlock
bool ShowInToolbarConfig { get; set; }
Represent terminal gui toggle
Show in toolbar config
. Gets or sets its valueInherited from IMyTerminalBlock
Represent terminal gui toggle
Show On HUD
. Gets or sets its valueInherited from IMyTerminalBlock
Gets or sets the top range of the sensor.
BoundingBoxD WorldAABB { get; }
Gets world axis-aligned bounding box
Inherited from IMyEntity
BoundingBoxD WorldAABBHr { get; }
Gets world axis-aligned bounding box
Inherited from IMyEntity
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
void DetectedEntities(List<MyDetectedEntityInfo> entities)
void GetActions(List<ITerminalAction> resultList, Func<ITerminalAction, bool> collect = null)
Get all terminal actions available for block
Inherited from IMyTerminalBlock
ITerminalAction GetActionWithName(string name)
Get first found terminal action with name
Inherited from IMyTerminalBlock
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
Tag of faction owning block
Inherited from IMyCubeBlock
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.
Inherited from IMyCubeBlock
Gets position in world coordinates
Inherited from IMyEntity
void GetProperties(List<ITerminalProperty> resultList, Func<ITerminalProperty, bool> collect = null)
Get all terminal actions available for block.
Inherited from IMyTerminalBlock
ITerminalProperty GetProperty(string id)
Finds terminal property with provided id
Inherited from IMyTerminalBlock
Gets relation to owner of block
Inherited from IMyCubeBlock
Returns if local player can use block. Executes HasPlayerAccess(long, MyRelationsBetweenPlayerAndBlock = MyRelationsBetweenPlayerAndBlock.NoOwnership) with local player identityId. On Dedicated Server as identityId it is using 0 as playerId
Inherited from IMyTerminalBlock
Returns if local player can use block. It is also checking for admin access.
Inherited from IMyTerminalBlock
bool IsSameConstructAs(IMyTerminalBlock other)
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
void RequestEnable(bool enable)
Obsolete: Use the setter of Enabled
Inherited from IMyFunctionalBlock
Get all terminal actions available for block. NOTE: First called `
and then
` check
Inherited from IMyTerminalBlock
void SetCustomName(string text)
Obsolete: Use the setter of Customname
Inherited from IMyTerminalBlock
void SetCustomName(StringBuilder text)
Obsolete: Use the setter of Customname
Inherited from IMyTerminalBlock
Obsolete
Force refresh working state. Call if you change block state that could affect its working status.
Inherited from IMyCubeBlock
Obsolete
Updates block visuals (ie. block emissivity)
Inherited from IMyCubeBlock
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!