Difference between revisions of "IMyTerminalBlock"

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(Created page with "==Summary== Interface for blocks that are visible in the Terminal. Inherits Inherits::IMyCubeBlock, Inherits::IMyEntity. ==Methods== ===GetActions=== void GetA...")
 
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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

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; }

Derived Types

Inherited by Implemented by