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static Block | GetLastPlacedBlock () |
| Returns the most recently placed block. More...
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static void | Init () |
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static Block | PlaceNew (BlockIDs block, float3 position, bool autoWire=false, Player player=null) |
| Place a new block at the given position. If scaled, position means the center of the block. The default block size is 0.2 in terms of position. Place blocks next to each other to connect them. The placed block will be a complete block with a placement grid and collision which will be saved along with the game. More...
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static T | PlaceNew< T > (BlockIDs block, float3 position, bool autoWire=false, Player player=null) |
| Place a new block at the given position. If scaled, position means the center of the block. The default block size is 0.2 in terms of position. Place blocks next to each other to connect them. The placed block will be a complete block with a placement grid and collision which will be saved along with the game. More...
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bool | Exists => BlockEngine.BlockExists(Id) |
| Whether the block exists. The other properties will return a default value if the block doesn't exist. If the block was just placed, then this will also return false but the properties will work correctly. More...
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BlockGroup?????? | BlockGroup [get, set] |
| Returns the block group this block is a part of. Block groups can also be placed using blueprints. Returns null if not part of a group.
Setting the group after the block has been initialized will not update everything properly, so you can only set this property on blocks newly placed by your code.
To set it for existing blocks, you can use the Copy() method and set the property on the resulting block (and remove this block). More...
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BlockColor | Color [get, set] |
| The block's color. Returns BlockColors.Default if the block no longer exists. More...
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float4 | CustomColor [get, set] |
| The block's exact color. Gets reset to the palette color (Color property) after reentering the game. More...
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bool? | Flipped [get, set] |
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EGID | Id [get] |
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uint | InputCount [get] |
| The input port count. More...
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string? | Label [get, set] |
| The text displayed on the block if applicable, or null. Setting it is temporary to the session, it won't be saved. More...
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BlockMaterial | Material [get, set] |
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float | MaximumAngle [get, set] |
| The servo's maximum angle. More...
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float | MaximumForce [get, set] |
| The servo's maximum force. More...
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float | MinimumAngle [get, set] |
| The servo's minimum angle. More...
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uint | OutputCount [get] |
| The output port count. More...
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float3 | Position [get, set] |
| The block's current position or zero if the block no longer exists. A block is 0.2 wide by default in terms of position. More...
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bool | Reverse [get, set] |
| The servo's direction. More...
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float3 | Rotation [get, set] |
| The block's current rotation in degrees or zero if the block doesn't exist. More...
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float3 | Scale [get, set] |
| The block's non-uniform scale or zero if the block's invalid. Independent of the uniform scaling. The default scale of 1 means 0.2 in terms of position. More...
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BlockIDs | Type [get] |
| The block's type (ID). Returns BlockIDs.Invalid if the block doesn't exist anymore. More...
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int | UniformScale [get, set] |
| The block's uniform scale or zero if the block's invalid. Also sets the non-uniform scale. The default scale of 1 means 0.2 in terms of position. More...
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◆ Servo() [1/2]
GamecraftModdingAPI.Blocks.Servo.Servo |
( |
EGID |
id | ) |
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inline |
◆ Servo() [2/2]
GamecraftModdingAPI.Blocks.Servo.Servo |
( |
uint |
id | ) |
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inline |
◆ Connect()
Wire GamecraftModdingAPI.Blocks.SignalingBlock.Connect |
( |
byte |
sourcePort, |
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SignalingBlock |
destination, |
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byte |
destinationPort |
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) |
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inlineinherited |
Connect an output on this block to an input on another block.
- Parameters
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sourcePort | Output port number. |
destination | Input block. |
destinationPort | Input port number. |
- Returns
- The wire connection
- Exceptions
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◆ ConnectedToOutput()
Wire [] GamecraftModdingAPI.Blocks.SignalingBlock.ConnectedToOutput |
( |
byte |
port | ) |
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inlineinherited |
All wires connected to the output port. These wires will always be wired output -> input.
- Parameters
-
- Returns
- Wires connected to the output port.
◆ Copy< T >()
T GamecraftModdingAPI.Block.Copy< T > |
( |
| ) |
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inlineinherited |
Creates a copy of the block in the game with the same properties, stats and wires.
- Returns
◆ Equals() [1/3]
bool GamecraftModdingAPI.Block.Equals |
( |
Block |
other | ) |
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inlineinherited |
◆ Equals() [2/3]
bool GamecraftModdingAPI.Block.Equals |
( |
EGID |
other | ) |
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inlineinherited |
◆ Equals() [3/3]
override bool GamecraftModdingAPI.Block.Equals |
( |
object |
obj | ) |
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inlineinherited |
◆ GetChannelData()
ref ChannelDataStruct GamecraftModdingAPI.Blocks.SignalingBlock.GetChannelData |
( |
EGID |
portId, |
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out bool |
exists |
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) |
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inlineprotectedinherited |
[EXPERIMENTAL] Gets the channel data.
- Returns
- The channel data.
- Parameters
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portId | Port identifier. |
exists | Whether the channel actually exists. |
◆ GetConnectedCubes()
Block [] GamecraftModdingAPI.Block.GetConnectedCubes |
( |
| ) |
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inlineinherited |
Returns an array of blocks that are connected to this one. Returns an empty array if the block doesn't exist.
◆ GetConnectedWire()
ref WireEntityStruct GamecraftModdingAPI.Blocks.SignalingBlock.GetConnectedWire |
( |
EGID |
portId, |
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out bool |
connected |
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) |
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inlineprotectedinherited |
Gets the connected wire.
- Returns
- The connected wire.
- Parameters
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portId | Port identifier. |
connected | Whether the port has a wire connected to it. |
◆ GetHashCode()
override int GamecraftModdingAPI.Block.GetHashCode |
( |
| ) |
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inlineinherited |
◆ GetInputIds()
EGID [] GamecraftModdingAPI.Blocks.SignalingBlock.GetInputIds |
( |
| ) |
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inlineprotectedinherited |
Generates the input port identifiers.
- Returns
- The input identifiers.
◆ GetLastPlacedBlock()
static Block GamecraftModdingAPI.Block.GetLastPlacedBlock |
( |
| ) |
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inlinestaticinherited |
Returns the most recently placed block.
- Returns
- The block object
◆ GetOutputIds()
EGID [] GamecraftModdingAPI.Blocks.SignalingBlock.GetOutputIds |
( |
| ) |
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inlineprotectedinherited |
Generates the output port identifiers.
- Returns
- The output identifiers.
◆ Init()
static void GamecraftModdingAPI.Block.Init |
( |
| ) |
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inlinestaticinherited |
◆ InputPortName()
string GamecraftModdingAPI.Blocks.SignalingBlock.InputPortName |
( |
byte |
port | ) |
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inlineinherited |
The input port's name.
- Parameters
-
- Returns
- The port name, localized to the user's language.
◆ PlaceNew()
static Block GamecraftModdingAPI.Block.PlaceNew |
( |
BlockIDs |
block, |
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float3 |
position, |
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bool |
autoWire = false , |
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Player |
player = null |
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) |
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inlinestaticinherited |
Place a new block at the given position. If scaled, position means the center of the block. The default block size is 0.2 in terms of position. Place blocks next to each other to connect them. The placed block will be a complete block with a placement grid and collision which will be saved along with the game.
- Parameters
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block | The block's type |
color | The block's color |
material | The block's material |
position | The block's position - default block size is 0.2 |
rotation | The block's rotation in degrees |
uscale | The block's uniform scale - default scale is 1 (with 0.2 width) |
scale | The block's non-uniform scale - 0 means uscale is used |
isFlipped | Whether the block should be flipped |
autoWire | Whether the block should be auto-wired (if functional) |
player | The player who placed the block |
- Returns
- The placed block or null if failed
◆ PlaceNew< T >()
Place a new block at the given position. If scaled, position means the center of the block. The default block size is 0.2 in terms of position. Place blocks next to each other to connect them. The placed block will be a complete block with a placement grid and collision which will be saved along with the game.
- Parameters
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block | The block's type |
color | The block's color |
material | The block's materialr |
position | The block's position - default block size is 0.2 |
rotation | The block's rotation in degrees |
uscale | The block's uniform scale - default scale is 1 (with 0.2 width) |
scale | The block's non-uniform scale - 0 means uscale is used |
isFlipped | Whether the block should be flipped |
autoWire | Whether the block should be auto-wired (if functional) |
player | The player who placed the block |
- Returns
- The placed block or null if failed
◆ PortName()
string GamecraftModdingAPI.Blocks.SignalingBlock.PortName |
( |
byte |
port, |
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bool |
input |
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) |
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inlineinherited |
The port's name. This is localized to the user's language, so this is not reliable for port identification.
- Parameters
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port | Port number. |
input | Whether the port is an input (true) or an output (false). |
- Returns
- The localized port name.
◆ Specialise< T >()
T GamecraftModdingAPI.Block.Specialise< T > |
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| ) |
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inlineinherited |
Convert the block to a specialised block class.
- Returns
- The block.
- Template Parameters
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T | The specialised block type. |
◆ ToString()
override string GamecraftModdingAPI.Block.ToString |
( |
| ) |
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inlineinherited |
◆ BlockCloneEngine
◆ BlockEngine
◆ BlockEventsEngine
◆ Exists
Whether the block exists. The other properties will return a default value if the block doesn't exist. If the block was just placed, then this will also return false but the properties will work correctly.
◆ InitData
◆ MovementEngine
◆ PlacementEngine
◆ RemovalEngine
◆ RotationEngine
◆ ScalingEngine
◆ SignalEngine
◆ BlockGroup
BlockGroup?????? GamecraftModdingAPI.Block.BlockGroup |
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getsetinherited |
Returns the block group this block is a part of. Block groups can also be placed using blueprints. Returns null if not part of a group.
Setting the group after the block has been initialized will not update everything properly, so you can only set this property on blocks newly placed by your code.
To set it for existing blocks, you can use the Copy() method and set the property on the resulting block (and remove this block).
◆ Color
◆ CustomColor
float4 GamecraftModdingAPI.Block.CustomColor |
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getsetinherited |
The block's exact color. Gets reset to the palette color (Color property) after reentering the game.
◆ Flipped
bool? GamecraftModdingAPI.Block.Flipped |
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getsetinherited |
Whether the block is flipped.
◆ Id
EGID GamecraftModdingAPI.Block.Id |
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getinherited |
◆ InputCount
uint GamecraftModdingAPI.Blocks.SignalingBlock.InputCount |
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getinherited |
◆ Label
string? GamecraftModdingAPI.Block.Label |
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getsetinherited |
The text displayed on the block if applicable, or null. Setting it is temporary to the session, it won't be saved.
◆ Material
◆ MaximumAngle
float GamecraftModdingAPI.Blocks.Servo.MaximumAngle |
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getset |
The servo's maximum angle.
◆ MaximumForce
float GamecraftModdingAPI.Blocks.Servo.MaximumForce |
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getset |
The servo's maximum force.
◆ MinimumAngle
float GamecraftModdingAPI.Blocks.Servo.MinimumAngle |
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getset |
The servo's minimum angle.
◆ OutputCount
uint GamecraftModdingAPI.Blocks.SignalingBlock.OutputCount |
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getinherited |
◆ Position
float3 GamecraftModdingAPI.Block.Position |
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getsetinherited |
The block's current position or zero if the block no longer exists. A block is 0.2 wide by default in terms of position.
◆ Reverse
bool GamecraftModdingAPI.Blocks.Servo.Reverse |
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getset |
◆ Rotation
float3 GamecraftModdingAPI.Block.Rotation |
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getsetinherited |
The block's current rotation in degrees or zero if the block doesn't exist.
◆ Scale
float3 GamecraftModdingAPI.Block.Scale |
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getsetinherited |
The block's non-uniform scale or zero if the block's invalid. Independent of the uniform scaling. The default scale of 1 means 0.2 in terms of position.
◆ Type
The block's type (ID). Returns BlockIDs.Invalid if the block doesn't exist anymore.
◆ UniformScale
int GamecraftModdingAPI.Block.UniformScale |
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getsetinherited |
The block's uniform scale or zero if the block's invalid. Also sets the non-uniform scale. The default scale of 1 means 0.2 in terms of position.
◆ Placed
An event that fires each time a block is placed.
◆ Removed
An event that fires each time a block is removed.
The documentation for this class was generated from the following file: