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Sandbox.ModAPI.Ingame.IMySensorBlock
Morten Aune Lyrstad edited this page Apr 16, 2022
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58 revisions
← Index ← Namespace Index
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
Member | Description |
---|---|
\%1float BackExtend { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.BackExtend) | Gets or sets the back range of the sensor. |
\%1SerializableDefinitionId BlockDefinition { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.BlockDefinition) | Gets definition.Id assigned to this block Inherited from IMyCubeBlock |
\%1float BottomExtend { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.BottomExtend) | Gets or sets the bottom range of the sensor. |
\%1bool Closed { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.Closed) | True if the block has been removed from the world. Inherited from IMyEntity |
\%1MyEntityComponentContainer Components { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.Components) | Gets blocks component logic container Inherited from IMyEntity |
\%1IMyCubeGrid CubeGrid { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.CubeGrid) | Grid in which the block is placed Inherited from IMyCubeBlock |
\%1string CustomData { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.CustomData) | 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 |
\%1string CustomInfo { get; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.CustomInfo) | Gets information about block status (available from mods) Sandbox.ModAPI.IMyTerminalBlock.AppendingCustomInfo Sandbox.ModAPI.IMyTerminalBlock.RefreshCustomInfo . Inherited from IMyTerminalBlock |
\%1string CustomName { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.CustomName) | Gets or sets how block is named in Terminal menu Inherited from IMyTerminalBlock |
\%1string CustomNameWithFaction { get; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.CustomNameWithFaction) | Gets or sets how block is named in Terminal menu. Work only for Cockpit, LaserAntenna RadioAntenna, SpaceBall, Beacon Inherited from IMyTerminalBlock |
\%1string DefinitionDisplayNameText { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.DefinitionDisplayNameText) | Definition name Inherited from IMyCubeBlock |
\%1string DetailedInfo { get; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.DetailedInfo) | Gets information about block status. In Control panel bottom right text Inherited from IMyTerminalBlock |
\%1bool DetectAsteroids { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.DetectAsteroids) | Gets or sets if the sensor should detect asteroids or planets. |
\%1bool DetectEnemy { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.DetectEnemy) | Gets or sets if the sensor should detect enemy players. |
\%1bool DetectFloatingObjects { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.DetectFloatingObjects) | Gets or sets if the sensor should detect floating objects (components, rocks). |
\%1bool DetectFriendly { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.DetectFriendly) | Gets or sets if the sensor should detect friendly players. |
\%1bool DetectLargeShips { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.DetectLargeShips) | Gets or sets if the sensor should detect large ships. |
\%1bool DetectNeutral { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.DetectNeutral) | Gets or sets if the sensor should detect neutral players. |
\%1bool DetectOwner { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.DetectOwner) | Gets or sets if the sensor should detect the block owner. |
\%1bool DetectPlayers { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.DetectPlayers) | Gets or sets if the sensor should detect players. |
\%1bool DetectSmallShips { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.DetectSmallShips) | Gets or sets if the sensor should detect small ships. |
\%1bool DetectStations { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.DetectStations) | Gets or sets if the sensor should detect large stations. |
\%1bool DetectSubgrids { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.DetectSubgrids) | Gets or sets if the sensor should detect subgrids (eg. connected by connector). |
\%1float DisassembleRatio { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.DisassembleRatio) | Is set in definition Ratio at which is the block disassembled (grinding) Bigger values - longer grinding Inherited from IMyCubeBlock |
\%1string DisplayName { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.DisplayName) | Gets user friendly name of entity. May be null For block terminal name use DisplayNameText Inherited from IMyEntity |
\%1string DisplayNameText { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.DisplayNameText) | Translated block name Inherited from IMyCubeBlock |
\%1bool Enabled { get; set; }](Sandbox.ModAPI.Ingame.IMyFunctionalBlock.Enabled) | Represents terminal gui toggle. Gets or sets if block is Enabled Inherited from IMyFunctionalBlock |
\%1long EntityId { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.EntityId) | Id of entity Inherited from IMyEntity |
\%1float FrontExtend { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.FrontExtend) | Gets or sets the front range of the sensor. |
\%1bool HasInventory { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.HasInventory) | 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 |
\%1int InventoryCount { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.InventoryCount) | Returns the count of the number of inventories this entity has. Inherited from IMyEntity |
\%1bool IsActive { get; }](Sandbox.ModAPI.Ingame.IMySensorBlock.IsActive) | Gets if there is any entity currently being detected. |
\%1bool IsBeingHacked { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.IsBeingHacked) | Hacking of the block is in progress Inherited from IMyCubeBlock |
\%1bool IsFunctional { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.IsFunctional) | Gets if integrity is above breaking threshold Inherited from IMyCubeBlock |
\%1bool IsWorking { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.IsWorking) | True if block is able to do its work depening on block type (is functional, powered, enabled, etc...) Inherited from IMyCubeBlock |
\%1MyDetectedEntityInfo LastDetectedEntity { get; }](Sandbox.ModAPI.Ingame.IMySensorBlock.LastDetectedEntity) | |
\%1float LeftExtend { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.LeftExtend) | Gets or sets the left range of the sensor. |
\%1float Mass { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Mass) | Block mass Inherited from IMyCubeBlock |
\%1Vector3I Max { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Max) | Maximum coordinates of grid cells occupied by this block Inherited from IMyCubeBlock |
\%1float MaxRange { get; }](Sandbox.ModAPI.Ingame.IMySensorBlock.MaxRange) | Gets the maximum range of the sensor in any direction. |
\%1Vector3I Min { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Min) | Minimum coordinates of grid cells occupied by this block Inherited from IMyCubeBlock |
\%1string Name { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.Name) | 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 |
\%1int NumberInGrid { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.NumberInGrid) | Order in which were the blocks of same type added to grid Used in default display name Inherited from IMyCubeBlock |
\%1MyBlockOrientation Orientation { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Orientation) | Returns block orientation in base 6 directions Inherited from IMyCubeBlock |
\%1long OwnerId { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.OwnerId) | IdentityId of player owning block (not steam Id) Inherited from IMyCubeBlock |
\%1bool PlayProximitySound { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.PlayProximitySound) | Gets or sets if the proximity sound plays when an entity is detected. |
\%1Vector3I Position { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Position) | Position in grid coordinates Inherited from IMyCubeBlock |
\%1float RightExtend { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.RightExtend) | Gets or sets the right range of the sensor. |
\%1bool ShowInInventory { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.ShowInInventory) | Represent terminal gui toggle Show block in Inventory Screen . Gets or sets its valueInherited from IMyTerminalBlock |
\%1bool ShowInTerminal { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.ShowInTerminal) | Represent terminal gui toggle Show block in terminal . Gets or sets its valueInherited from IMyTerminalBlock |
\%1bool ShowInToolbarConfig { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.ShowInToolbarConfig) | Represent terminal gui toggle Show in toolbar config . Gets or sets its valueInherited from IMyTerminalBlock |
\%1bool ShowOnHUD { get; set; }](Sandbox.ModAPI.Ingame.IMyTerminalBlock.ShowOnHUD) | Represent terminal gui toggle Show On HUD . Gets or sets its valueInherited from IMyTerminalBlock |
\%1float TopExtend { get; set; }](Sandbox.ModAPI.Ingame.IMySensorBlock.TopExtend) | Gets or sets the top range of the sensor. |
\%1BoundingBoxD WorldAABB { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldAABB) | Gets world axis-aligned bounding box Inherited from IMyEntity |
\%1BoundingBoxD WorldAABBHr { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldAABBHr) | Gets world axis-aligned bounding box Inherited from IMyEntity |
\%1MatrixD WorldMatrix { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldMatrix) | Gets world matrix of this entity Inherited from IMyEntity |
\%1BoundingSphereD WorldVolume { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldVolume) | Gets bounding sphere of this entity Inherited from IMyEntity |
\%1BoundingSphereD WorldVolumeHr { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.WorldVolumeHr) | Gets bounding sphere of this entity Inherited from IMyEntity |
Member | Description |
---|---|
\%1void DetectedEntities(List\%1MyDetectedEntityInfo>)](Sandbox.ModAPI.Ingame.IMySensorBlock.DetectedEntities) | |
\%1void GetActions(List\%1ITerminalAction>, \%1Func\%1ITerminalAction, bool>])](Sandbox.ModAPI.Ingame.IMyTerminalBlock.GetActions) | Get all terminal actions available for block Inherited from IMyTerminalBlock |
\%1ITerminalAction GetActionWithName(string)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.GetActionWithName) | Get first found terminal action with name Inherited from IMyTerminalBlock |
\%1IMyInventory GetInventory()](VRage.Game.ModAPI.Ingame.IMyEntity.GetInventory) | Simply get the MyInventoryBase component stored in this entity. Inherited from IMyEntity |
\%1IMyInventory GetInventory(int)](VRage.Game.ModAPI.Ingame.IMyEntity.GetInventory) | Search for inventory component with maching index. Inherited from IMyEntity |
\%1string GetOwnerFactionTag()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.GetOwnerFactionTag) | Tag of faction owning block Inherited from IMyCubeBlock |
\%1MyRelationsBetweenPlayerAndBlock GetPlayerRelationToOwner()](VRage.Game.ModAPI.Ingame.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 |
\%1Vector3D GetPosition()](VRage.Game.ModAPI.Ingame.IMyEntity.GetPosition) | Gets position in world coordinates Inherited from IMyEntity |
\%1void GetProperties(List\%1ITerminalProperty>, \%1Func\%1ITerminalProperty, bool>])](Sandbox.ModAPI.Ingame.IMyTerminalBlock.GetProperties) | Get all terminal actions available for block. Inherited from IMyTerminalBlock |
\%1ITerminalProperty GetProperty(string)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.GetProperty) | Finds terminal property with provided id Inherited from IMyTerminalBlock |
\%1MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long, \%1MyRelationsBetweenPlayerAndBlock])](VRage.Game.ModAPI.Ingame.IMyCubeBlock.GetUserRelationToOwner) | Gets relation to owner of block Inherited from IMyCubeBlock |
\%1bool HasLocalPlayerAccess()](Sandbox.ModAPI.Ingame.IMyTerminalBlock.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 |
\%1bool HasPlayerAccess(long, \%1MyRelationsBetweenPlayerAndBlock])](Sandbox.ModAPI.Ingame.IMyTerminalBlock.HasPlayerAccess) | Returns if local player can use block. It is also checking for admin access. Inherited from IMyTerminalBlock |
\%1bool IsSameConstructAs(IMyTerminalBlock)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.IsSameConstructAs) | 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 |
\%1void RequestEnable(bool)](Sandbox.ModAPI.Ingame.IMyFunctionalBlock.RequestEnable) |
Obsolete: Use the setter of Enabled Inherited from IMyFunctionalBlock |
\%1void SearchActionsOfName(string, List\%1ITerminalAction>, \%1Func\%1ITerminalAction, bool>])](Sandbox.ModAPI.Ingame.IMyTerminalBlock.SearchActionsOfName) | Get all terminal actions available for block. NOTE: First called <br /><br /> and then <br /><br /> checkInherited from IMyTerminalBlock |
\%1void SetCustomName(string)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.SetCustomName) |
Obsolete: Use the setter of Customname Inherited from IMyTerminalBlock |
\%1void SetCustomName(StringBuilder)](Sandbox.ModAPI.Ingame.IMyTerminalBlock.SetCustomName) |
Obsolete: Use the setter of Customname Inherited from IMyTerminalBlock |
\%1void UpdateIsWorking()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.UpdateIsWorking) |
Obsolete Force refresh working state. Call if you change block state that could affect its working status. Inherited from IMyCubeBlock |
\%1void UpdateVisual()](VRage.Game.ModAPI.Ingame.IMyCubeBlock.UpdateVisual) |
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!