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VRage.Game.ModAPI.Ingame.IMySlimBlock
Morten Aune Lyrstad edited this page Apr 16, 2022
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45 revisions
← Index ← Namespace Index
public interface IMySlimBlock
Basic block interface (PB scripting interface)
Namespace: VRage.Game.ModAPI.Ingame
Assembly: VRage.Game.dll
Member | Description |
---|---|
\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) |
Member | Description |
---|---|
\void GetMissingComponents(Dictionary\<string, int>) | Gets the list of missing components for this block |
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