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VRage.Game.ModAPI.Ingame.IMySlimBlock

Morten Aune Lyrstad edited this page Apr 16, 2022 · 45 revisions

IndexNamespace Index

IMySlimBlock Interface

public interface IMySlimBlock

Basic block interface (PB scripting interface)

Namespace: VRage.Game.ModAPI.Ingame
Assembly: VRage.Game.dll

Properties

float AccumulatedDamage { get; }

Current accumlated damage, pending application

SerializableDefinitionId BlockDefinition { get; }

Block definition ID

float BuildIntegrity { get; }

Build integrity (of components)

float BuildLevelRatio { get; }

Ratio of BuildIntegrity and MaxIntegrity

Vector3 ColorMaskHSV { get; }

Gets the color of the block

IMyCubeGrid CubeGrid { get; }

Gets the grid the slimblock is on

float CurrentDamage { get; }

BuildIntegrity - Integrity

float DamageRatio { get; }

IMyCubeBlock FatBlock { get; }

Gets the fatblock if there is one

bool HasDeformation { get; }

If this block is deformed (bones deformed)

bool IsDestroyed { get; }

Gets if component stack is empty

bool IsFullIntegrity { get; }

Integrity is at maximum

bool IsFullyDismounted { get; }

Gets if component stack is empty

float Mass { get; }

Block mass

float MaxDeformation { get; }

Maximum deformation of block

float MaxIntegrity { get; }

The maximum integrity of block

long OwnerId { get; }

Fatblock owner, if present; otherwise grid owner

Vector3I Position { get; }

Grid relative position of block

bool ShowParts { get; }

Gets if sub parts are shown

MyStringHash SkinSubtypeId { get; }

Gets the skin of the block

bool StockpileAllocated { get; }

A component stockpile has been allocated

bool StockpileEmpty { get; }

The component stockpile is empty (no build components)

Methods

void GetMissingComponents(Dictionary<string, int> addToDictionary)

Gets the list of missing components for this block

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