2 using Microsoft.Xna.Framework;
4 using System.Collections.Generic;
5 using System.Collections.Immutable;
21 AssignCampaignInteraction = 6,
22 ObjectiveManagerState = 7,
25 UpdateExperience = 10,
29 UpdatePermanentStats = 14,
32 UpdateTalentRefundPoints = 17,
33 ConfirmTalentRefund = 18,
71 public bool ForceAfflictionData;
75 ForceAfflictionData = forceAfflictionData;
85 private interface IAttackEventData : IEventData
87 public Limb AttackLimb {
get; }
89 public Limb TargetLimb {
get; }
90 public Vector2 TargetSimPos {
get; }
165 : this(character, attachSurfaceNormal, attachPos)
171 : this(character, attachSurfaceNormal, attachPos)
177 : this(character, attachSurfaceNormal, attachPos)
192 private struct TeamChangeEventData : IEventData
198 public readonly record
struct ItemTeamChange(
CharacterTeamType TeamId, ImmutableArray<UInt16> ItemIds) : INetSerializableStruct;
208 ItemTeamChange =
new ItemTeamChange(teamType, inventoryItems.Select(it => it.ID).ToImmutableArray());
247 private struct UpdateMoneyEventData : IEventData
void Control(float deltaTime, Camera cam)
void SetAttackTarget(Limb attackLimb, IDamageable damageTarget, Vector2 attackPos)
const ushort NullEntityID
readonly ushort ID
Unique, but non-persistent identifier. Stays the same if the entities are created in the exactly same...
List< VoronoiCell > GetAllCells()
StatTypes
StatTypes are used to alter several traits of a character. They are mostly used by talents.
@ Character
Characters only
AddToCrewEventData(CharacterTeamType teamType, IEnumerable< Item > inventoryItems)
readonly ItemTeamChange ItemTeamChange
ControlEventData(Client owner)
ExecuteAttackEventData(Limb attackLimb, IDamageable targetEntity, Limb targetLimb, Vector2 targetSimPos)
InventoryStateEventData(Range slotRange)
LatchedOntoTargetEventData()
Signifies detaching (not attached to any target)
readonly Vector2 CharacterSimPos
LatchedOntoTargetEventData(Character character, Structure targetStructure, Vector2 attachSurfaceNormal, Vector2 attachPos)
LatchedOntoTargetEventData(Character character, Character targetCharacter, Vector2 attachSurfaceNormal, Vector2 attachPos)
readonly UInt16 TargetCharacterID
readonly Vector2 AttachSurfaceNormal
readonly Vector2 AttachPos
readonly int TargetLevelWallIndex
readonly UInt16 TargetStructureID
LatchedOntoTargetEventData(Character character, VoronoiCell levelWall, Vector2 attachSurfaceNormal, Vector2 attachPos)
ObjectiveManagerStateEventData(AIObjectiveManager.ObjectiveType objectiveType)
readonly AIObjectiveManager.ObjectiveType ObjectiveType
RemoveFromCrewEventData(CharacterTeamType teamType, IEnumerable< Item > inventoryItems)
readonly ItemTeamChange ItemTeamChange
SetAttackTargetEventData(Limb attackLimb, IDamageable targetEntity, Limb targetLimb, Vector2 targetSimPos)
UpdatePermanentStatsEventData(StatTypes statType)
readonly StatTypes StatType
readonly Identifier SkillIdentifier
readonly bool ForceNotification
UpdateSkillsEventData(Identifier skillIdentifier, bool forceNotification)