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

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=Sandbox.ModAPI.Ingame.IMyBeacon=
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#REDIRECT [[API:Sandbox.ModAPI.Ingame.IMyBeacon]]
This is an interface for all beacon blocks.
 
 
 
==Namespace==
 
[[Sandbox.ModAPI.Ingame]]
 
==Assembly==
 
[[Sandbox.Common]] (Sandbox.Common.dll)
 
==Syntax==
 
<syntaxhighlight lang="csharp">
 
public interface IMyBeacon : IMyFunctionalBlock, IMyTerminalBlock, IMyCubeBlock, IMyEntity
 
</syntaxhighlight>
 
 
 
==Methods==
 
 
 
===RequestEnable===
 
<syntaxhighlight lang="csharp">
 
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==
 
===Radius===
 
<syntaxhighlight lang="csharp">
 
float Radius {get;}
 
</syntaxhighlight>
 
Returns the radius (range) of the beacon.
 
===Enabled===
 
<syntaxhighlight lang="csharp">
 
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]]
 

Latest revision as of 06:46, 13 January 2015