Sandbox.ModAPI.Ingame.IMyAssembler

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Sandbox.ModAPI.Ingame.IMyAssembler

This interface is used to work with Assembler blocks.

Namespace

Sandbox.ModAPI.Ingame

Assembly

Sandbox.Common (Sandbox.Common.dll)

Syntax

public interface IMyAssembler : IMyProductionBlock, IMyFunctionalBlock, IMyTerminalBlock, IMyCubeBlock, IMyEntity

Methods

GetActions

void GetActions(List<ITerminalAction> resultList, Func<ITerminalAction, bool> collect = null)

This returns an ITerminalAction list containing a list of all valid actions for the block.

GetActionWithName

ITerminalAction GetActionWithName(string name)

This searches the block for an associated action corresponding to the specified name.

GetOwnerFactionTag

string GetOwnerFactionTag()

This returns a string with the faction tag of the associated owner.

GetPlayerRelationToOwner

MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long playerId)

GetUserRelationToOwner

MyRelationsBetweenPlayerAndBlock GetUserRelationToOWner(long playerId)

HasLocalPlayerAccess

bool HasLocalPlayerAccess()

HasPlayerAccess

bool HasPlayerAccess(long playerId)

MoveQueueItemRequest

void MoveQueueItemRequest(uint queueItemId, int targetIdx)

RemoveQueueItemRequest

void RemoveQueueItemRequest(int itemIdx)

RequestEnable

void RequestEnable(bool enable)

Turns the block off or on depending on if true or false. Same as action OnOff_On or OnOff_Off.

RequestShowOnHUD

void RequestShowOnHUD(bool enable)

Enables or disables the ShowOnHUD option. If an antenna is present, the block will transmit its name and location to users in range of the antenna.

SearchActionsOfName

void SearchActionsOfName(string name, List<ITerminalAction> resultList, Func<ITerminalAction, bool> collect = null)

Search for all actions that start with the specified name. For instance, if you search for OnOff, you will get a list of actions returned including "OnOff_On" and "OnOff_Off"

SetCustomName

void SetCustomName(string text)
void SetCustomName(StringBuilder text)

This sets the name of the block. This is the same as changing the block's name in the terminal.

UpdateIsWorking

void UpdateIsWorking()

Updates the current value of the IsWorking property.

UpdateVisual

void UpdateVisual()

Properties

BlockDefinition

SerializableDefinitionId BlockDefinition {get;}

CheckConnectionAllowed

bool CheckConnectionAllowed {get;}

CubeGrid

IMyCubeGrid CubeGrid {get;}

CustomName

string CustomName {get;}

The name of the block as shown in the terminal list.

CustomNameWithFaction

string CustomNameWithFaction {get;}

DefinitionDisplayNameText

string DefinitionDisplayNameText {get;}

DetailedInfo

string DetailedInfo {get;}

Output for Assembler:
Type: Assembler\nMax Required Input: <float> kW

With Line Breaks:
Type: Assembler
Max Required Input: <float> kW>

DisassembleRatio

float DisassembleRatio {get;}

DisplayNameText

string DisplayNameText {get;}

Enabled

bool Enabled {get;}

On/Off state of the block.

IsBeingHacked

bool IsBeingHacked {get;}

If the block is being ground down, returns true.

IsFunctional

bool IsFunctional {get;}

Determines whether or not the block is built enough to perform its function.

IsProducing

bool IsProducing {get;}

Returns whether the block is actively working on its queue.

IsQueueEmpty

bool IsQueueEmpty {get;}

Returns whether or not the block's queue is empty.

IsWorking

bool IsWorking {get;}

Max

Vector3I Max {get;}

Min

Vector3I Min {get;}

NextItemId

uint NextItemId {get;}

NumberInGrid

int NumberInGrid {get;}

Returns the number of this block's type in the grid (not quantity of blocks of that type on the grid). For instance, if you have a thruster, and add a second thruster, this will return 2. If you remove the second thruster and build another one to replace it, it will return 3.

Orientation

MyBlockOrientation Orientation {get;}

OwnerId

long OwnerId {get;}

Position

Vector3I Position {get;}

ShowOnHUD

UseConveyorSystem

Cateogry:Sandbox.ModAPI.Ingame