Difference between revisions of "IMyTerminalBlock"
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Vox Serico (talk | contribs) (Created page with "==Summary== Interface for blocks that are visible in the Terminal. Inherits Inherits::IMyCubeBlock, Inherits::IMyEntity. ==Methods== ===GetActions=== void GetA...") |
Vox Serico (talk | contribs) m (Added derived types) |
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===ShowInInventory === | ===ShowInInventory === | ||
bool ShowInInventory { get; set; } | bool ShowInInventory { get; set; } | ||
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+ | {{Derived Types}} | ||
[[Category:Programming]][[Category:Interface]] | [[Category:Programming]][[Category:Interface]] |
Latest revision as of 23:10, 18 October 2020
Contents
Summary
Interface for blocks that are visible in the Terminal.
Inherits IMyCubeBlock, IMyEntity.
Methods
GetActions
void GetActions(List<ITerminalAction> resultList, Func<ITerminalAction, bool> collect = null);
SearchActionsOfName
void SearchActionsOfName(string name, List<ITerminalAction> resultList, Func<ITerminalAction, bool> collect = null);
GetActionWithName
ITerminalAction GetActionWithName(string name);
GetProperty
ITerminalProperty GetProperty(string id);
GetProperties
void GetProperties(List<ITerminalProperty> resultList, Func<ITerminalProperty, bool> collect = null);
HasLocalPlayerAccess
bool HasLocalPlayerAccess();
IsSameConstructAs
Determines whether this block is mechanically 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.
bool IsSameConstructAs(IMyTerminalBlock other);
HasPlayerAccess
bool HasPlayerAccess(long playerId);
Properties
CustomName
string CustomName { get; set; }
CustomNameWithFaction
string CustomNameWithFaction { get; }
DetailedInfo
string DetailedInfo { get; }
CustomInfo
string CustomInfo { get; }
CustomData
Gets or sets the Custom Data string. NOTE: Only use this for user input. For storing large mod configs, create your own MyModStorageComponent
string CustomData { get; set; }
ShowOnHUD
bool ShowOnHUD { get; set; }
ShowInTerminal
bool ShowInTerminal { get; set; }
ShowInToolbarConfig
bool ShowInToolbarConfig { get; set; }
ShowInInventory
bool ShowInInventory { get; set; }