Package space Engineers. controller. extensions
Functions
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fun Definitions.blockDefinitionByType(blockType: String): BlockDefinition
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suspend fun SpaceEngineers.blockingMoveBackwardsByDistance( distance: Float, startPosition: Vec3F, timeoutMs: Long = 20000, characterMovementType: CharacterMovementType = CharacterMovementType.RUN)
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suspend fun SpaceEngineers.blockingMoveByDistance( distance: Float, startPosition: Vec3F, timeoutMs: Long = 20000, orientation: Vec3F, characterMovementType: CharacterMovementType = CharacterMovementType.RUN)
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suspend fun SpaceEngineers.blockingMoveForwardByDistance( distance: Float, startPosition: Vec3F, timeoutMs: Long = 20000, characterMovementType: CharacterMovementType = CharacterMovementType.RUN)
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suspend fun SpaceEngineers.blockingRotateUntilOrientationForward( finalOrientation: Vec3F, rotation: Vec2F, delta: Float = 0.01f, timeoutMs: Long = 30000)
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suspend fun SpaceEngineers.blockingRotateUntilOrientationUp( finalOrientation: Vec3F, rotation: Vec2F, delta: Float = 0.01f, timeoutMs: Long = 30000)
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suspend fun ContextControllerWrapper.grindDownToPercentage(percentage: Double)
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suspend fun ContextControllerWrapper.grindDownToPercentage(block: Block, percentage: Double)
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suspend fun SpaceEngineers.grindDownToPercentage( block: Block, percentage: Double, timeoutMs: Long = 20000, grinderLocation: ToolbarLocation)
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suspend fun SpaceEngineers.grindUntilIntegrityPercentage( block: Block, percentage: Double, toolLocation: ToolbarLocation, checkBlockIntegrity: (Block, Double) -> Boolean = { block_, integrity -> block_.integrity > integrity }, timeoutMs: Long = 20000)
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suspend fun SpaceEngineers.grindUntilIntegrityValue( block: Block, integrity: Double, toolLocation: ToolbarLocation, checkBlockIntegrity: (Block, Double) -> Boolean = { block_, integrity_ -> block_.integrity > integrity_ }, timeoutMs: Long = 20000)
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fun Character.moveBackward(characterMovementType: CharacterMovementType): CharacterObservation
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fun Character.moveForward(characterMovementType: CharacterMovementType): CharacterObservation
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suspend fun ContextControllerWrapper.torchBackToPercentage(block: Block, percentage: Double)
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suspend fun ContextControllerWrapper.torchUpToPercentage(percentage: Double)
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suspend fun SpaceEngineers.torchUpToPercentage( block: Block, percentage: Double, torchLocation: ToolbarLocation)
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suspend fun Screens.waitForScreen( timeout: Duration = 60_000.milliseconds, retryInterval: Duration = 500.milliseconds, screenName: ScreenName)
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suspend fun Screens.waitForScreenFinish( timeout: Duration = 60_000.milliseconds, retryInterval: Duration = 500.milliseconds, screenName: ScreenName)
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