Assembly: Sandbox.Game.dll

public class MyCubeBlockDefinition: MyPhysicalModelDefinition

Fields

Member Description
static PCU_CONSTRUCTION_STAGE_COST
ActionSound
AimingOffset
AllowInteractionThroughBlock
AmmoExplosionEffect
AmmoExplosionSound
AutorotateMode
BlockPairName
BlockTopology
BlockVariantsGroup
Bones
BuildMaterial Build material - always lower case (for walls - "stone", "wood").
BuildProgressModels Models used when building. They are sorted in ascending order according to their percentage.
BuildProgressToPlaceGeneratedBlocks Value of build progress when generated blocks start to generate.
BuildType Building type - always lower case (wall, ...).
Color
Components Index 0 is first component on stack, the one which is build first and destroyed last.
CriticalGroup
CriticalIntegrityRatio
CubeDefinition
CubeSize
DamagedSound
DamageEffectID
DamageEffectName
DamageEffectOffset
DamageMultiplierExplosion
DamageThreshold
DeformationRatio
DepressurizationEffectOffset
DestroyEffect
DestroyEffectOffset
DestroyEffectScale
DestroySound
DetonateChance
DisassembleRatio
DisplayNameVariant
EdgeType
Effects
EmissiveColorPreset
EnableUseObjectSimpleTargeting
EntityComponents
GeneralDamageMultiplier
GeneratedBlockDefinitions
GeneratedBlockType
HasPhysics
IntegrityPointsPerSec
IsAirTight
IsCubePressurized
IsStandAlone
MaxIntegrity
MaxIntegrityRatio
MechanicalTopInitialPlacementOffset
ModelOffset
MountPoints
OwnershipIntegrityRatio
PCU
PhysicsOption
PlaceDecals
PrimarySound
SilenceableByShipSoundSystem
SingleBlockGridVoxelPlacement
Size
Skeleton
TagDefinition
TieredUpdateTimes
UniqueVersion
UseModelIntersection
UseNeighbourOxygenRooms Flag used by GridGasSystem to determine if this block should exclude from creating pressurize room. If true, this block cannot be pressurize room itself. This is only valid for blocks which are bigger than 1x1x1, because otherwise they are excluded automatically.
UsesDeformation
Variants
VoxelPlacement Defines how much block can penetrate voxel.
WheelPlacementPlacementCollider
YesNoToolbarBackground
YesNoToolbarNoTooltip Explains what yes action does
YesNoToolbarYesTooltip Explains what yes action does
AvailableInSurvival Inherited from MyDefinitionBase
Context Inherited from MyDefinitionBase
DescriptionArgs String used for shortcuts used in description

Inherited from MyDefinitionBase
DescriptionEnum Enum used for localization of description. Null for player created definitions.

Inherited from MyDefinitionBase
DescriptionString String used for user created description which do not have localization support.

Inherited from MyDefinitionBase
Enabled Definition can be disabled by mod, then it will be removed from definition manager

Inherited from MyDefinitionBase
Icons Icons for the definition, they are used from top to bottom.

Inherited from MyDefinitionBase
Id Inherited from MyDefinitionBase
Mass Inherited from MyPhysicalModelDefinition
Model Inherited from MyPhysicalModelDefinition
PhysicalMaterial Inherited from MyPhysicalModelDefinition
Public Indicates if definition should be offered in Cube builder

Inherited from MyDefinitionBase
UseInstanceRender Inherited from MyPhysicalModelDefinition
BlockStages Obsolete: Use new block variant group system

Array of block stages. Stage represents other block definition which have different UV mapping, mirrored model, etc (stone rounded corner...). Stages can be cycled when building cubes.

Properties

Member Description
Center
Direction Allowed cube block directions.
DisplayNameText
GuiVisible
IsGeneratedBlock
IsInventoryItem
Mirrored
MirroringBlock
MirroringCenter
NewsletterSubscriptionNeeded
NotWorkingPriorityMultiplier
PriorityModifier
RandomRotation
Rotation Allowed cube block rotations.
SimpleUpdateVisualOnSkinChange
SymmetryX
SymmetryY
SymmetryZ
TargetingGroups
UseVanillaPlacementDetection
DescriptionText Use this property when showing description in GUI, as it takes into account more complex description construction.

Inherited from MyDefinitionBase
DisplayNameEnum Enum used for localization of display name. Null for player created definitions.

Inherited from MyDefinitionBase
DisplayNameString String name used for user created definitions which do not have localization support.

Inherited from MyDefinitionBase
DisplayNameText Use this property when showing name in GUI instead of DisplayName. This takes into account more complex name construction.

Inherited from MyDefinitionBase
DLCs Inherited from MyDefinitionBase

Constructors

Member Description
MyCubeBlockDefinition()
MyPhysicalModelDefinition() Inherited from MyPhysicalModelDefinition
MyDefinitionBase() Inherited from MyDefinitionBase

Methods

Member Description
static ClearPreloadedConstructionModels()
static GetMountPointWallIndex(Direction)
static NormalToBlockSide(Vector3I)
static PreloadConstructionModels(MyCubeBlockDefinition)
ClearTargetableCache() ModAPI: Should be called if you modify targeting groups.
ContainsComputer()
FinalModelThreshold()
GetBuildProgressModelIndex(float)
GetBuildProgressModelMountPoints(float)
GetGeneratedBlockDefinition(MyStringId)
GetLimitType()
GetObjectBuilder()
InitPressurization()
IsTurretTargetable()
MatchingTurretTargetingGroup(MyStringHash)
ModelChangeIsNeeded(float, float) Tells, whether a model change is needed, if the block changes integrity from A to B or vice versa.
MountPointLocalNormalToBlockLocal(Vector3, Direction)
MountPointLocalToBlockLocal(Vector3, Direction)
RatioEnoughForDamageEffect(float)
RatioEnoughForOwnership(float)
CheckDefinitionDLCs(String[]) Checks if the definition has all required DLCs as it should have

Inherited from MyDefinitionBase
GetObjectBuilder() Inherited from MyDefinitionBase
Init(MyObjectBuilder_DefinitionBase, MyModContext) Inherited from MyDefinitionBase
Postprocess() Override this in case you want to do some postprocessing of the definition before the game starts. Prefer to use MyDefinitionPostprocessor instead.Postprocess is useful if you want to process the definition before the game begins,

but you only want to do it when all the definitions are loaded and merged.

Inherited from MyDefinitionBase
ToString() Inherited from MyDefinitionBase

Inheritance: MyDefinitionBase ˃ MyPhysicalModelDefinition

Inheritors: