Difference between revisions of "Sandbox.ModAPI.Ingame.IMyBeacon"

From Space Engineers Wiki
Jump to: navigation, search
Line 12: Line 12:
 
==Methods==
 
==Methods==
  
{{Template:IMyFunctionalBlockMethods}}
+
===RequestEnable===
{{Template:IMyTerminalBlockMethods}}
+
<syntaxhighlight lang="csharp">
{{Template:IMyCubeBlockMethods}}
+
void RequestEnable(bool enable)
 +
</syntaxhighlight>
 +
Turns the block off or on depending on if true or false. Same as action OnOff_On or OnOff_Off.
 +
===GetActions===
 +
<syntaxhighlight lang="csharp">
 +
void GetActions(List<ITerminalAction> resultList, Func<ITerminalAction, bool> collect = null)
 +
</syntaxhighlight>
 +
This returns an ITerminalAction list containing a list of all valid actions for the block.
 +
 
 +
===GetActionWithName===
 +
<syntaxhighlight lang="csharp">
 +
ITerminalAction GetActionWithName(string name)
 +
</syntaxhighlight>
 +
This searches the block for an associated action corresponding to the specified name.
 +
 
 +
===HasLocalPlayerAccess===
 +
<syntaxhighlight lang="csharp">
 +
bool HasLocalPlayerAccess()
 +
</syntaxhighlight>
 +
 
 +
===HasPlayerAccess===
 +
<syntaxhighlight lang="csharp">
 +
bool HasPlayerAccess(long playerId)
 +
</syntaxhighlight>
 +
 
 +
===RequestShowOnHUD===
 +
<syntaxhighlight lang="csharp">
 +
void RequestShowOnHUD(bool enable)
 +
</syntaxhighlight>
 +
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===
 +
<syntaxhighlight lang="csharp">
 +
void SearchActionsOfName(string name, List<ITerminalAction> resultList, Func<ITerminalAction, bool> collect = null)
 +
</syntaxhighlight>
 +
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===
 +
<syntaxhighlight lang="csharp">
 +
void SetCustomName(string text)
 +
void SetCustomName(StringBuilder text)
 +
</syntaxhighlight>
 +
This sets the name of the block. This is the same as changing the block's name in the terminal.
 +
===GetOwnerFactionTag===
 +
<syntaxhighlight lang="csharp">
 +
string GetOwnerFactionTag()
 +
</syntaxhighlight>
 +
This returns a string with the faction tag of the associated owner.
 +
 
 +
===GetPlayerRelationToOwner===
 +
<syntaxhighlight lang="csharp">
 +
MyRelationsBetweenPlayerAndBlock GetUserRelationToOwner(long playerId)
 +
</syntaxhighlight>
 +
 
 +
===GetUserRelationToOwner===
 +
<syntaxhighlight lang="csharp">
 +
MyRelationsBetweenPlayerAndBlock GetUserRelationToOWner(long playerId)
 +
</syntaxhighlight>
 +
 
 +
===UpdateIsWorking===
 +
<syntaxhighlight lang="csharp">
 +
void UpdateIsWorking()
 +
</syntaxhighlight>
 +
Updates the current value of the IsWorking property.
 +
 
 +
===UpdateVisual===
 +
<syntaxhighlight lang="csharp">
 +
void UpdateVisual()
 +
</syntaxhighlight>
  
 
==Properties==
 
==Properties==
Line 22: Line 90:
 
</syntaxhighlight>
 
</syntaxhighlight>
 
Returns the radius (range) of the beacon.
 
Returns the radius (range) of the beacon.
{{Template:IMyFunctionalBlockProperties}}
+
===Enabled===
{{Template:IMyTerminalBlockProperties}}
+
<syntaxhighlight lang="csharp">
{{Template:IMyCubeBlockProperties}}
+
bool Enabled {get;}
 +
</syntaxhighlight>
 +
On/Off state of the block.
 +
===CustomName===
 +
<syntaxhighlight lang="csharp">
 +
string CustomName {get;}
 +
</syntaxhighlight>
 +
The name of the block as shown in the terminal list.
 +
 
 +
===CustomNameWithFaction===
 +
<syntaxhighlight lang="csharp">
 +
string CustomNameWithFaction {get;}
 +
</syntaxhighlight>
 +
 
 +
===DetailedInfo===
 +
<syntaxhighlight lang="csharp">
 +
string DetailedInfo {get;}
 +
</syntaxhighlight>
 +
 
 +
===ShowOnHUD===
 +
<syntaxhighlight lang="csharp">
 +
Bool ShowOnHUD {get;}
 +
</syntaxhighlight>
 +
Returns whether or not ShowOnHUD is active.
 +
===BlockDefinition===
 +
<syntaxhighlight lang="csharp">
 +
SerializableDefinitionId BlockDefinition {get;}
 +
</syntaxhighlight>
 +
 
 +
===CheckConnectionAllowed===
 +
<syntaxhighlight lang="csharp">
 +
bool CheckConnectionAllowed {get;}
 +
</syntaxhighlight>
 +
 
 +
===CubeGrid===
 +
<syntaxhighlight lang="csharp">
 +
IMyCubeGrid CubeGrid {get;}
 +
</syntaxhighlight>
 +
 
 +
===DefinitionDisplayNameText===
 +
<syntaxhighlight lang="csharp">
 +
string DefinitionDisplayNameText {get;}
 +
</syntaxhighlight>
 +
 
 +
===DisassembleRatio===
 +
<syntaxhighlight lang="csharp">
 +
float DisassembleRatio {get;}
 +
</syntaxhighlight>
 +
 
 +
===DisplayNameText===
 +
<syntaxhighlight lang="csharp">
 +
string DisplayNameText {get;}
 +
</syntaxhighlight>
 +
 
 +
===IsBeingHacked===
 +
<syntaxhighlight lang="csharp">
 +
bool IsBeingHacked {get;}
 +
</syntaxhighlight>
 +
If the block is being ground down, returns true.
 +
 
 +
===IsFunctional===
 +
<syntaxhighlight lang="csharp">
 +
bool IsFunctional {get;}
 +
</syntaxhighlight>
 +
Determines whether or not the block is built enough to perform its function.
 +
 
 +
===IsWorking===
 +
<syntaxhighlight lang="csharp">
 +
bool IsWorking {get;}
 +
</syntaxhighlight>
 +
 
 +
===Max===
 +
<syntaxhighlight lang="csharp">
 +
Vector3I Max {get;}
 +
</syntaxhighlight>
 +
 
 +
===Min===
 +
<syntaxhighlight lang="csharp">
 +
Vector3I Min {get;}
 +
</syntaxhighlight>
 +
 
 +
===NumberInGrid===
 +
<syntaxhighlight lang="csharp">
 +
int NumberInGrid {get;}
 +
</syntaxhighlight>
 +
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===
 +
<syntaxhighlight lang="csharp">
 +
MyBlockOrientation Orientation {get;}
 +
</syntaxhighlight>
 +
 
 +
===OwnerId===
 +
<syntaxhighlight lang="csharp">
 +
long OwnerId {get;}
 +
</syntaxhighlight>
 +
 
 +
===Position===
 +
<syntaxhighlight lang="csharp">
 +
Vector3I Position {get;}
 +
</syntaxhighlight>
  
 
[[Category: API]]
 
[[Category: API]]

Revision as of 06:13, 13 January 2015

Sandbox.ModAPI.Ingame.IMyBeacon

This is an interface for all beacon blocks.

Namespace

Sandbox.ModAPI.Ingame

Assembly

Sandbox.Common (Sandbox.Common.dll)

Syntax

public interface IMyBeacon : IMyFunctionalBlock, IMyTerminalBlock : IMyCubeBlock, IMyEntity

Methods

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.

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.

HasLocalPlayerAccess

bool HasLocalPlayerAccess()

HasPlayerAccess

bool HasPlayerAccess(long playerId)

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.

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)

UpdateIsWorking

void UpdateIsWorking()

Updates the current value of the IsWorking property.

UpdateVisual

void UpdateVisual()

Properties

Radius

float Radius {get;}

Returns the radius (range) of the beacon.

Enabled

bool Enabled {get;}

On/Off state of the block.

CustomName

string CustomName {get;}

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

CustomNameWithFaction

string CustomNameWithFaction {get;}

DetailedInfo

string DetailedInfo {get;}

ShowOnHUD

Bool ShowOnHUD {get;}

Returns whether or not ShowOnHUD is active.

BlockDefinition

SerializableDefinitionId BlockDefinition {get;}

CheckConnectionAllowed

bool CheckConnectionAllowed {get;}

CubeGrid

IMyCubeGrid CubeGrid {get;}

DefinitionDisplayNameText

string DefinitionDisplayNameText {get;}

DisassembleRatio

float DisassembleRatio {get;}

DisplayNameText

string DisplayNameText {get;}

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.

IsWorking

bool IsWorking {get;}

Max

Vector3I Max {get;}

Min

Vector3I Min {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;}