C# 클래스 EssentialsPlugin.Utility.CubeGrids

파일 보기 프로젝트 열기: rexxar-tc/EssentialsPlugin

공개 메소드들

메소드 설명
AreOwnersOnline ( GridGroup group ) : bool
CloseGroups ( HashSet groups ) : void
CreatePositionAndOrientation ( System.Vector3 position, System.Vector3 lookAt ) : MyPositionAndOrientation
DoesBlockSupplyPower ( Sandbox.Game.Entities.MyCubeBlock block ) : bool
DoesGridHavePowerSupply ( Sandbox.Game.Entities.MyCubeGrid grid ) : bool
DoesGroupHaveBlockSubtype ( GridGroup group, string subtype, int count ) : bool
DoesGroupHaveBlockType ( GridGroup group, string type, int count ) : bool
DoesGroupHaveCustomName ( GridGroup group, string customName, bool exact = false ) : bool
DoesGroupHaveDisplayName ( GridGroup group, string displayName, bool exact = false, bool grouped = false ) : bool
DoesGroupHavePowerSupply ( GridGroup group ) : bool
DoesGroupHaveTerminal ( GridGroup group ) : bool
Find ( string displayName ) : MyEntity
GetBigOwners ( MyObjectBuilder_CubeGrid grid ) : List
GetGridsUnconnected ( HashSet connectedList, HashSet entitiesToConfirm ) : void
GetLargestInGroup ( List group ) : Sandbox.Game.Entities.MyCubeGrid
HasCustomName ( Sandbox.Game.Entities.MyCubeGrid grid, string name, bool exact ) : bool
IsFullOwner ( Sandbox.Game.Entities.MyCubeGrid grid, long ownerId, IMyPlayer factionPlayer = null ) : bool
IsGroupFunctional ( GridGroup group ) : bool
IsGroupGridSize ( GridGroup group, MyCubeSize size, bool isStatic = false ) : bool
RemoveGridsInSphere ( ulong userId, Vector3D startPosition, float radius, RemoveGridTypes removeType ) : Vector3D
SafeGetObjectBuilder ( IMyCubeGrid grid ) : MyObjectBuilder_CubeGrid
ScanCleanup ( ulong userId, string words ) : HashSet
ScanGrids ( ulong userId, string words ) : HashSet

비공개 메소드들

메소드 설명
GetOptionsText ( string>.Dictionary options ) : string

메소드 상세

AreOwnersOnline() 공개 정적인 메소드

public static AreOwnersOnline ( GridGroup group ) : bool
group GridGroup
리턴 bool

CloseGroups() 공개 정적인 메소드

public static CloseGroups ( HashSet groups ) : void
groups HashSet
리턴 void

CreatePositionAndOrientation() 공개 정적인 메소드

public static CreatePositionAndOrientation ( System.Vector3 position, System.Vector3 lookAt ) : MyPositionAndOrientation
position System.Vector3
lookAt System.Vector3
리턴 MyPositionAndOrientation

DoesBlockSupplyPower() 공개 정적인 메소드

public static DoesBlockSupplyPower ( Sandbox.Game.Entities.MyCubeBlock block ) : bool
block Sandbox.Game.Entities.MyCubeBlock
리턴 bool

DoesGridHavePowerSupply() 공개 정적인 메소드

public static DoesGridHavePowerSupply ( Sandbox.Game.Entities.MyCubeGrid grid ) : bool
grid Sandbox.Game.Entities.MyCubeGrid
리턴 bool

DoesGroupHaveBlockSubtype() 공개 정적인 메소드

public static DoesGroupHaveBlockSubtype ( GridGroup group, string subtype, int count ) : bool
group GridGroup
subtype string
count int
리턴 bool

DoesGroupHaveBlockType() 공개 정적인 메소드

public static DoesGroupHaveBlockType ( GridGroup group, string type, int count ) : bool
group GridGroup
type string
count int
리턴 bool

DoesGroupHaveCustomName() 공개 정적인 메소드

public static DoesGroupHaveCustomName ( GridGroup group, string customName, bool exact = false ) : bool
group GridGroup
customName string
exact bool
리턴 bool

DoesGroupHaveDisplayName() 공개 정적인 메소드

public static DoesGroupHaveDisplayName ( GridGroup group, string displayName, bool exact = false, bool grouped = false ) : bool
group GridGroup
displayName string
exact bool
grouped bool
리턴 bool

DoesGroupHavePowerSupply() 공개 정적인 메소드

public static DoesGroupHavePowerSupply ( GridGroup group ) : bool
group GridGroup
리턴 bool

DoesGroupHaveTerminal() 공개 정적인 메소드

public static DoesGroupHaveTerminal ( GridGroup group ) : bool
group GridGroup
리턴 bool

Find() 공개 정적인 메소드

public static Find ( string displayName ) : MyEntity
displayName string
리턴 MyEntity

GetBigOwners() 공개 정적인 메소드

public static GetBigOwners ( MyObjectBuilder_CubeGrid grid ) : List
grid MyObjectBuilder_CubeGrid
리턴 List

GetGridsUnconnected() 공개 정적인 메소드

public static GetGridsUnconnected ( HashSet connectedList, HashSet entitiesToConfirm ) : void
connectedList HashSet
entitiesToConfirm HashSet
리턴 void

GetLargestInGroup() 공개 정적인 메소드

public static GetLargestInGroup ( List group ) : Sandbox.Game.Entities.MyCubeGrid
group List
리턴 Sandbox.Game.Entities.MyCubeGrid

HasCustomName() 공개 정적인 메소드

public static HasCustomName ( Sandbox.Game.Entities.MyCubeGrid grid, string name, bool exact ) : bool
grid Sandbox.Game.Entities.MyCubeGrid
name string
exact bool
리턴 bool

IsFullOwner() 공개 정적인 메소드

public static IsFullOwner ( Sandbox.Game.Entities.MyCubeGrid grid, long ownerId, IMyPlayer factionPlayer = null ) : bool
grid Sandbox.Game.Entities.MyCubeGrid
ownerId long
factionPlayer IMyPlayer
리턴 bool

IsGroupFunctional() 공개 정적인 메소드

public static IsGroupFunctional ( GridGroup group ) : bool
group GridGroup
리턴 bool

IsGroupGridSize() 공개 정적인 메소드

public static IsGroupGridSize ( GridGroup group, MyCubeSize size, bool isStatic = false ) : bool
group GridGroup
size MyCubeSize
isStatic bool
리턴 bool

RemoveGridsInSphere() 공개 정적인 메소드

public static RemoveGridsInSphere ( ulong userId, Vector3D startPosition, float radius, RemoveGridTypes removeType ) : Vector3D
userId ulong
startPosition Vector3D
radius float
removeType RemoveGridTypes
리턴 Vector3D

SafeGetObjectBuilder() 공개 정적인 메소드

public static SafeGetObjectBuilder ( IMyCubeGrid grid ) : MyObjectBuilder_CubeGrid
grid IMyCubeGrid
리턴 MyObjectBuilder_CubeGrid

ScanCleanup() 공개 정적인 메소드

public static ScanCleanup ( ulong userId, string words ) : HashSet
userId ulong
words string
리턴 HashSet

ScanGrids() 공개 정적인 메소드

public static ScanGrids ( ulong userId, string words ) : HashSet
userId ulong
words string
리턴 HashSet