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Sandbox.ModAPI.Ingame.IMyWheel
Morten Aune Lyrstad edited this page Apr 16, 2022
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20 revisions
← Index ← Namespace Index
public interface IMyWheel: IMyMotorRotor, IMyAttachableTopBlock, IMyCubeBlock, IMyEntity
Describes wheel block (PB scripting interface)
Namespace: Sandbox.ModAPI.Ingame
Assembly: Sandbox.Common.dll
Implements:
Member | Description |
---|---|
\$1IMyMechanicalConnectionBlock Base { get; }](Sandbox.ModAPI.Ingame.IMyAttachableTopBlock.Base) | Gets the attached base block Inherited from IMyAttachableTopBlock |
\$1SerializableDefinitionId BlockDefinition { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.BlockDefinition) | Gets definition.Id assigned to this block Inherited from IMyCubeBlock |
\$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 DefinitionDisplayNameText { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.DefinitionDisplayNameText) | Definition name Inherited from IMyCubeBlock |
\$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 |
\$1long EntityId { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.EntityId) | Id of entity Inherited from IMyEntity |
\$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 IsAttached { get; }](Sandbox.ModAPI.Ingame.IMyAttachableTopBlock.IsAttached) | Gets whether the top part is attached to a base block Inherited from IMyAttachableTopBlock |
\$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 |
\$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 |
\$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 |
\$1Vector3I Position { get; }](VRage.Game.ModAPI.Ingame.IMyCubeBlock.Position) | Position in grid coordinates Inherited from IMyCubeBlock |
\$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 |
---|---|
\$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 |
\$1MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long, \$1MyRelationsBetweenPlayerAndBlock])](VRage.Game.ModAPI.Ingame.IMyCubeBlock.GetUserRelationToOwner) | Gets relation to owner of block Inherited from IMyCubeBlock |
\$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!