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VRage.Game.ModAPI.Ingame.IMyCubeGrid
Morten Aune Lyrstad edited this page Apr 16, 2022
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← Index ← Namespace Index
public interface IMyCubeGrid: IMyEntity
Grid interface
Namespace: VRage.Game.ModAPI.Ingame
Assembly: VRage.Game.dll
Implements:
Member | Description |
---|---|
$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 |
$1string CustomName { get; set; }](VRage.Game.ModAPI.Ingame.IMyCubeGrid.CustomName) | Getter and setter for display name of the grid (as seen in Info terminal tab) |
$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 |
$1long EntityId { get; }](VRage.Game.ModAPI.Ingame.IMyEntity.EntityId) | Id of entity Inherited from IMyEntity |
$1float GridSize { get; }](VRage.Game.ModAPI.Ingame.IMyCubeGrid.GridSize) | Getter of grid size in meters |
$1MyCubeSize GridSizeEnum { get; }](VRage.Game.ModAPI.Ingame.IMyCubeGrid.GridSizeEnum) | Getter for grid size enum |
$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 IsStatic { get; }](VRage.Game.ModAPI.Ingame.IMyCubeGrid.IsStatic) | Determines if the grid is static (unmoveable) |
$1Vector3I Max { get; }](VRage.Game.ModAPI.Ingame.IMyCubeGrid.Max) | Maximum coordinates of blocks in grid |
$1Vector3I Min { get; }](VRage.Game.ModAPI.Ingame.IMyCubeGrid.Min) | Minimum coordinates of blocks in grid |
$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 |
$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 |
---|---|
$1bool CubeExists(Vector3I)](VRage.Game.ModAPI.Ingame.IMyCubeGrid.CubeExists) | Returns true if there is any block occupying given position |
$1IMySlimBlock GetCubeBlock(Vector3I)](VRage.Game.ModAPI.Ingame.IMyCubeGrid.GetCubeBlock) | Get cube block at given position |
$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 |
$1Vector3D GetPosition()](VRage.Game.ModAPI.Ingame.IMyEntity.GetPosition) | Gets position in world coordinates Inherited from IMyEntity |
$1Vector3D GridIntegerToWorld(Vector3I)](VRage.Game.ModAPI.Ingame.IMyCubeGrid.GridIntegerToWorld) | Converts grid coordinates to world space |
$1bool IsSameConstructAs(IMyCubeGrid)](VRage.Game.ModAPI.Ingame.IMyCubeGrid.IsSameConstructAs) | Determines whether this grid is VRage.Game.ModAPI.GridLinkTypeEnum.Mechanical connected to the other. This is any grid 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. |
$1Vector3I WorldToGridInteger(Vector3D)](VRage.Game.ModAPI.Ingame.IMyCubeGrid.WorldToGridInteger) | Converts world coordinates to grid space cell coordinates |
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!