Barotrauma Client Doc
|
Public Member Functions | |||
AICharacter (CharacterPrefab prefab, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isNetworkPlayer=false, RagdollParams ragdoll=null, bool spawnInitialItems=true) | |||
void | SetAI (AIController aiController) | ||
override void | Update (float deltaTime, Camera cam) | ||
override void | DrawFront (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Camera cam) | ||
Public Member Functions inherited from Barotrauma.Character | |||
void | SetOriginalTeam (CharacterTeamType newTeam) | ||
bool | HasTeamChange (string identifier) | ||
bool | TryAddNewTeamChange (string identifier, ActiveTeamChange newTeamChange) | ||
bool | TryRemoveTeamChange (string identifier) | ||
void | UpdateTeam () | ||
void | ReleaseSecondaryItem () | ||
bool | IsAnySelectedItem (Item item) | ||
Is the item either the primary or the secondary selected item? More... | |||
bool | HasSelectedAnotherSecondaryItem (Item item) | ||
delegate void | OnDeathHandler (Character character, CauseOfDeath causeOfDeath) | ||
delegate void | OnAttackedHandler (Character attacker, AttackResult attackResult) | ||
void | ReloadHead (int? headId=null, int hairIndex=-1, int beardIndex=-1, int moustacheIndex=-1, int faceAttachmentIndex=-1) | ||
void | LoadHeadAttachments () | ||
bool | IsKeyHit (InputType inputType) | ||
bool | IsKeyDown (InputType inputType) | ||
void | SetInput (InputType inputType, bool hit, bool held) | ||
void | ClearInput (InputType inputType) | ||
void | ClearInputs () | ||
override string | ToString () | ||
void | GiveJobItems (WayPoint spawnPoint=null) | ||
void | GiveIdCardTags (WayPoint spawnPoint, bool createNetworkEvent=false) | ||
float | GetSkillLevel (string skillIdentifier) | ||
float | GetSkillLevel (Identifier skillIdentifier) | ||
Vector2 | GetTargetMovement () | ||
Vector2 | ApplyMovementLimits (Vector2 targetMovement, float currentSpeed) | ||
void | StackSpeedMultiplier (float val) | ||
void | ResetSpeedMultiplier () | ||
void | StackHealthMultiplier (float val) | ||
float | GetTemporarySpeedReduction () | ||
Speed reduction from the current limb specific damage. Min 0, max 1. More... | |||
float | GetRightHandPenalty () | ||
float | GetLeftHandPenalty () | ||
float | GetLegPenalty (float startSum=0) | ||
float | ApplyTemporarySpeedLimits (float speed) | ||
void | Control (float deltaTime, Camera cam) | ||
void | SetAttackTarget (Limb attackLimb, IDamageable damageTarget, Vector2 attackPos) | ||
bool | CanSeeTarget (ISpatialEntity target, ISpatialEntity seeingEntity=null, bool seeThroughWindows=false, bool checkFacing=false) | ||
bool | IsFacing (Vector2 targetWorldPos) | ||
A simple check if the character Dir is towards the target or not. Uses the world coordinates. More... | |||
bool | HasItem (Item item, bool requireEquipped=false, InvSlotType? slotType=null) | ||
bool | HasEquippedItem (Item item, InvSlotType? slotType=null, Func< InvSlotType, bool > predicate=null) | ||
bool | HasEquippedItem (Identifier tagOrIdentifier, bool allowBroken=true, InvSlotType? slotType=null) | ||
Item | GetEquippedItem (Identifier? tagOrIdentifier=null, InvSlotType? slotType=null) | ||
bool | CanAccessInventory (Inventory inventory) | ||
bool | FindItem (ref int itemIndex, out Item targetItem, IEnumerable< Identifier > identifiers=null, bool ignoreBroken=true, IEnumerable< Item > ignoredItems=null, IEnumerable< Identifier > ignoredContainerIdentifiers=null, Func< Item, bool > customPredicate=null, Func< Item, float > customPriorityFunction=null, float maxItemDistance=10000, ISpatialEntity positionalReference=null) | ||
Finds the closest item seeking by identifiers or tags from the world. Ignores items that are outside or in another team's submarine or in a submarine that is not connected to this submarine. Also ignores non-interactable items and items that are taken by someone else. The method is run in steps for performance reasons. So you'll have to provide the reference to the itemIndex. Returns false while running and true when done. More... | |||
bool | IsItemTakenBySomeoneElse (Item item) | ||
bool | CanInteractWith (Character c, float maxDist=200.0f, bool checkVisibility=true, bool skipDistanceCheck=false) | ||
bool | CanInteractWith (Item item, bool checkLinked=true) | ||
bool | CanInteractWith (Item item, out float distanceToItem, bool checkLinked) | ||
void | SetCustomInteract (Action< Character, Character > onCustomInteract, LocalizedString hudText) | ||
Set an action that's invoked when another character interacts with this one. More... | |||
void | SelectCharacter (Character character) | ||
void | DeselectCharacter () | ||
void | DoInteractionUpdate (float deltaTime, Vector2 mouseSimPos) | ||
void | AddAttacker (Character character, float damage) | ||
void | ForgiveAttacker (Character character) | ||
float | GetDamageDoneByAttacker (Character otherCharacter) | ||
float | GetDistanceToClosestLimb (Vector2 simPos) | ||
void | DespawnNow (bool createNetworkEvents=true) | ||
bool | CanHearCharacter (Character speaker) | ||
void | SetOrder (Order order, bool isNewOrder, bool speak=true, bool force=false) | ||
| |||
Order | GetCurrentOrderWithTopPriority () | ||
Order | GetCurrentOrder (Order order) | ||
void | DisableLine (Identifier identifier) | ||
void | DisableLine (string identifier) | ||
void | Speak (string message, ChatMessageType? messageType=null, float delay=0.0f, Identifier identifier=default, float minDurationBetweenSimilar=0.0f) | ||
void | ShowSpeechBubble (float duration, Color color) | ||
void | SetAllDamage (float damageAmount, float bleedingDamageAmount, float burnDamageAmount) | ||
AttackResult | AddDamage (Character attacker, Vector2 worldPosition, Attack attack, Vector2 impulseDirection, float deltaTime, bool playSound=true) | ||
AttackResult | ApplyAttack (Character attacker, Vector2 worldPosition, Attack attack, float deltaTime, Vector2 impulseDirection, bool playSound=false, Limb targetLimb=null, float penetration=0f) | ||
Apply the specified attack to this character. If the targetLimb is not specified, the limb closest to worldPosition will receive the damage. More... | |||
void | TrySeverLimbJoints (Limb targetLimb, float severLimbsProbability, float damage, bool allowBeheading, bool ignoreSeveranceProbabilityModifier=false, Character attacker=null) | ||
AttackResult | AddDamage (Vector2 worldPosition, IEnumerable< Affliction > afflictions, float stun, bool playSound, Vector2? attackImpulse=null, Character attacker=null, float damageMultiplier=1f) | ||
AttackResult | AddDamage (Vector2 worldPosition, IEnumerable< Affliction > afflictions, float stun, bool playSound, Vector2 attackImpulse, out Limb hitLimb, Character attacker=null, float damageMultiplier=1) | ||
void | RecordKill (Character target) | ||
AttackResult | DamageLimb (Vector2 worldPosition, Limb hitLimb, IEnumerable< Affliction > afflictions, float stun, bool playSound, Vector2 attackImpulse, Character attacker=null, float damageMultiplier=1, bool allowStacking=true, float penetration=0f, bool shouldImplode=false) | ||
void | TryAdjustAttackerSkill (Character attacker, AttackResult attackResult) | ||
void | TryAdjustHealerSkill (Character healer, float healthChange=0, Affliction affliction=null) | ||
void | SetStun (float newStun, bool allowStunDecrease=false, bool isNetworkMessage=false) | ||
void | ApplyStatusEffects (ActionType actionType, float deltaTime) | ||
void | BreakJoints () | ||
void | Kill (CauseOfDeathType causeOfDeath, Affliction causeOfDeathAffliction, bool isNetworkMessage=false, bool log=true) | ||
void | Revive (bool removeAfflictions=true, bool createNetworkEvent=false) | ||
override void | Remove () | ||
void | TeleportTo (Vector2 worldPos) | ||
void | SaveInventory () | ||
Calls SaveInventory(Barotrauma.Inventory, XElement) using 'Inventory' and 'Info.InventoryData' More... | |||
void | SpawnInventoryItems (Inventory inventory, ContentXElement itemData) | ||
IEnumerable< AttackContext > | GetAttackContexts () | ||
List< Hull > | GetVisibleHulls () | ||
Returns hulls that are visible to the character, including the current hull. Note that this is not an accurate visibility check, it only checks for open gaps between the adjacent and linked hulls. Can be heavy if used every frame. More... | |||
Vector2 | GetRelativeSimPosition (ISpatialEntity target, Vector2? worldPos=null) | ||
bool | HasJob (string identifier) | ||
bool | HasJob (Identifier identifier) | ||
void | LoadTalents () | ||
bool | GiveTalent (Identifier talentIdentifier, bool addingFirstTime=true) | ||
bool | GiveTalent (UInt32 talentIdentifier, bool addingFirstTime=true) | ||
bool | GiveTalent (TalentPrefab talentPrefab, bool addingFirstTime=true) | ||
bool | HasTalent (Identifier identifier) | ||
bool | HasUnlockedAllTalents () | ||
bool | HasTalents () | ||
void | CheckTalents (AbilityEffectType abilityEffectType, AbilityObject abilityObject) | ||
void | CheckTalents (AbilityEffectType abilityEffectType) | ||
bool | IsInSameRoomAs (Character character) | ||
Check if the character is in the same room Room and hull differ in that a room can consist of multiple linked hulls More... | |||
bool | HasRecipeForItem (Identifier recipeIdentifier) | ||
bool | HasStoreAccessForItem (ItemPrefab prefab) | ||
void | GiveMoney (int amount) | ||
Shows visual notification of money gained by the specific player. Useful for mid-mission monetary gains. More... | |||
void | SetMoney (int amount) | ||
float | GetStatValue (StatTypes statType, bool includeSaved=true) | ||
void | OnWearablesChanged () | ||
void | ChangeStat (StatTypes statType, float value) | ||
void | AddAbilityFlag (AbilityFlags abilityFlag) | ||
void | RemoveAbilityFlag (AbilityFlags abilityFlag) | ||
bool | HasAbilityFlag (AbilityFlags abilityFlag) | ||
float | GetAbilityResistance (AfflictionPrefab affliction) | ||
void | ChangeAbilityResistance (TalentResistanceIdentifier identifier, float value) | ||
void | RemoveAbilityResistance (TalentResistanceIdentifier identifier) | ||
bool | IsFriendly (Character other) | ||
bool | IsOnFriendlyTeam (Character other) | ||
bool | IsOnFriendlyTeam (CharacterTeamType otherTeam) | ||
bool | IsSameSpeciesOrGroup (Character other) | ||
void | StopClimbing () | ||
void | ResetNetState () | ||
void | ControlLocalPlayer (float deltaTime, Camera cam, bool moveCam=true) | ||
Control the Character according to player input More... | |||
void | UpdateLocalCursor (Camera cam) | ||
void | EmulateInput (InputType input) | ||
Item | FindItemAtPosition (Vector2 simPosition, float aimAssistModifier=0.0f, Item[] ignoredItems=null) | ||
Finds the front (lowest depth) interactable item at a position. "Interactable" in this case means that the character can "reach" the item. More... | |||
bool | ShouldLockHud () | ||
virtual void | AddToGUIUpdateList () | ||
void | DoVisibilityCheck (Camera cam) | ||
void | Draw (SpriteBatch spriteBatch, Camera cam) | ||
void | DrawHUD (SpriteBatch spriteBatch, Camera cam, bool drawHealth=true) | ||
void | DrawGUIMessages (SpriteBatch spriteBatch, Camera cam) | ||
virtual void | DrawFront (SpriteBatch spriteBatch, Camera cam) | ||
Color | GetNameColor () | ||
void | AddMessage (string rawText, Color color, bool playSound, Identifier identifier=default, int? value=null, float lifetime=3.0f) | ||
HUDProgressBar | UpdateHUDProgressBar (object linkedObject, Vector2 worldPosition, float progress, Color emptyColor, Color fullColor, string textTag="") | ||
Creates a progress bar that's "linked" to the specified object (or updates an existing one if there's one already linked to the object) The progress bar will automatically fade out after 1 sec if the method hasn't been called during that time More... | |||
void | PlaySound (CharacterSound.SoundType soundType, float soundIntervalFactor=1.0f, float maxInterval=0) | ||
void | AddActiveObjectiveEntity (Entity entity, Sprite sprite, Color? color=null) | ||
void | RemoveActiveObjectiveEntity (Entity entity) | ||
CharacterSound | GetSound (Func< CharacterSound, bool > predicate=null, bool random=false) | ||
Note that when a predicate is provided, the random option uses Linq.Where() extension method, which creates a new collection. More... | |||
void | ClientWriteInput (in SegmentTableWriter< ClientNetSegment > segmentTableWriter, IWriteMessage msg) | ||
virtual void | ClientEventWrite (IWriteMessage msg, NetEntityEvent.IData extraData=null) | ||
void | ClientReadPosition (IReadMessage msg, float sendingTime) | ||
virtual void | ClientEventRead (IReadMessage msg, float sendingTime) | ||
Public Member Functions inherited from Barotrauma.Entity | |||
Entity (Submarine submarine, ushort id) | |||
void | FreeID () | ||
Removes the entity from the entity dictionary and frees up the ID it was using. More... | |||
Properties | |
override AIController | AIController [get] |
Properties inherited from Barotrauma.Character | |
bool | Enabled [get, set] |
bool | DisabledByEvent [get, set] |
MonsterEvents disable monsters (which includes removing them from the character list, so they essentially "don't exist") until they're ready to spawn More... | |
bool | IsRemotelyControlled [get] |
Is the character controlled remotely (either by another player, or a server-side AIController) More... | |
bool | IsRemotePlayer [get, set] |
Is the character controlled by another human player (should always be false in single player) More... | |
bool | IsLocalPlayer [get] |
bool | IsPlayer [get] |
bool | IsCommanding [get] |
Is the character player or does it have an active ship command manager (an AI controlled sub)? Bots in the player team are not treated as commanders. More... | |
bool | IsBot [get] |
bool | IsEscorted [get, set] |
Identifier | JobIdentifier [get] |
bool | DoesBleed [get, set] |
Dictionary< Identifier, SerializableProperty > | SerializableProperties [get] |
Key[] | Keys [get] |
HumanPrefab | HumanPrefab [get, set] |
Identifier????? | Faction [get, set] |
CharacterTeamType | TeamID [get, set] |
CharacterTeamType?? | OriginalTeamID [get] |
Wallet | Wallet [get, set] |
bool | IsOnPlayerTeam [get] |
bool | IsOriginallyOnPlayerTeam [get] |
bool | IsFriendlyNPCTurnedHostile [get] |
bool | IsInstigator [get] |
IEnumerable< Attacker > | LastAttackers [get] |
Character | LastAttacker [get] |
Character | LastOrderedCharacter [get] |
Character | SecondLastOrderedCharacter [get] |
Dictionary< ItemPrefab, double > | ItemSelectedDurations [get] |
float | InvisibleTimer [get, set] |
Identifier | SpeciesName [get] |
Identifier | Group [get] |
bool | IsHumanoid [get] |
bool | IsMachine [get] |
bool | IsHusk [get] |
bool | IsDisguisedAsHusk [get] |
bool | IsHuskInfected [get] |
bool | IsMale [get] |
bool | IsFemale [get] |
string | BloodDecalName [get] |
bool | CanSpeak [get, set] |
bool | NeedsAir [get, set] |
bool | NeedsWater [get, set] |
bool | NeedsOxygen [get] |
float | Noise [get, set] |
float | Visibility [get, set] |
bool | IsTraitor [get, set] |
bool | IsHuman [get] |
List< Order > | CurrentOrders [get] |
bool | IsDismissed [get] |
Entity | ViewTarget [get, set] |
Vector2 | AimRefPosition [get] |
CharacterInfo | Info [get, set] |
Identifier | VariantOf [get] |
string? | Name [get] |
string? | DisplayName [get] |
string?? | LogName [get] |
bool? | HideFace [get, set] |
string | ConfigPath [get] |
float | Mass [get] |
CharacterInventory | Inventory [get] |
bool | DisableInteract [get, set] |
Prevents the character from interacting with items or characters More... | |
bool | DisableFocusingOnEntities [get, set] |
Prevents the character from highlighting items or characters with the cursor, meaning it can't interact with anything but the things it has currently selected/equipped More... | |
LocalizedString | CustomInteractHUDText [get] |
bool | AllowCustomInteract [get] |
bool? | LockHands [get, set] |
bool | AllowInput [get] |
bool | CanMove [get] |
bool | CanInteract [get] |
bool | CanEat [get] |
Vector2 | CursorPosition [get, set] |
Vector2 | SmoothedCursorPosition [get] |
Vector2? | CursorWorldPosition [get] |
Character | FocusedCharacter [get, set] |
Character | SelectedCharacter [get, set] |
Character | SelectedBy [get, set] |
IEnumerable< Item >?? | HeldItems [get] |
Items the character has in their hand slots. Doesn't return nulls and only returns items held in both hands once. More... | |
float | LowPassMultiplier [get, set] |
bool? | ObstructVision [get, set] |
float | PressureProtection [get, set] |
bool | InPressure [get] |
Can be used by status effects to check whether the characters is in a high-pressure environment More... | |
AnimController.Animation??? | Anim [get] |
Can be used by status effects More... | |
bool | IsIncapacitated [get] |
bool | IsUnconscious [get] |
bool | IsArrested [get] |
bool | IsPet [get] |
float | Oxygen [get, set] |
float | OxygenAvailable [get, set] |
float??? | HullOxygenPercentage [get] |
bool | UseHullOxygen = true [get, set] |
float? | Stun [get, set] |
CharacterHealth | CharacterHealth [get] |
float | Vitality [get] |
float | Health [get] |
float | HealthPercentage [get] |
float | MaxVitality [get] |
float | MaxHealth [get] |
bool | WasFullHealth [get] |
Was the character in full health at the beginning of the frame? More... | |
AIState | AIState [get] |
bool | IsLatched [get] |
float | EmpVulnerability [get] |
float | PoisonVulnerability [get] |
bool | IsFlipped [get] |
float | Bloodloss [get, set] |
float | Bleeding [get] |
float | SpeechImpediment [get, set] |
float | PressureTimer [get] |
float | DisableImpactDamageTimer [get, set] |
bool | IgnoreMeleeWeapons [get, set] |
float???? | CurrentSpeed [get] |
Current speed of the character's collider. Can be used by status effects to check if the character is moving. More... | |
Item????????? | SelectedItem [get, set] |
The primary selected item. It can be any device that character interacts with. This excludes items like ladders and chairs which are assigned to SelectedSecondaryItem. More... | |
Item | SelectedSecondaryItem [get, set] |
The secondary selected item. It's an item other than a device (see SelectedItem), e.g. a ladder or a chair. More... | |
bool | HasSelectedAnyItem [get] |
Has the characters selected a primary or a secondary item? More... | |
Item | FocusedItem [get, set] |
Item | PickingItem [get, set] |
virtual AIController | AIController [get] |
bool | IsDead [get, set] |
bool | EnableDespawn = true [get, set] |
CauseOfDeath | CauseOfDeath [get] |
bool | CanBeSelected [get] |
bool | CanBeDragged [get, set] |
bool | CanInventoryBeAccessed [get, set] |
bool | CanAim [get] |
bool | InWater [get] |
bool | IsLowInOxygen [get] |
bool | Unkillable [get, set] |
bool | UseHealthWindow [get, set] |
Is the health interface available on this character? Can be used by status effects More... | |
override Vector2? | SimPosition [get] |
override Vector2 | Position [get] |
override Vector2 | DrawPosition [get] |
bool | IsInFriendlySub [get] |
bool | IsInPlayerSub [get] |
float | AITurretPriority [get] |
Vector2? | OverrideMovement [get, set] |
bool | ForceRun [get, set] |
bool | IsClimbing [get] |
bool | CanRun [get] |
float | SpeedMultiplier = 1 [get] |
Can be used to modify the character's speed via StatusEffects More... | |
float | PropulsionSpeedMultiplier [get, set] |
Can be used to modify the speed at which Propulsion ItemComponents move the character via StatusEffects (e.g. heavy suit can slow down underwater scooters) More... | |
float | HealthMultiplier = 1 [get] |
Can be used to modify the character's health via StatusEffects More... | |
float | HumanPrefabHealthMultiplier = 1 [get] |
Health multiplier of the human prefab this character is an instance of (if any) More... | |
bool | IsKnockedDown [get] |
Is the character knocked down regardless whether the technical state is dead, unconcious, paralyzed, or stunned. With stunning, the parameter uses an one second delay before the character is treated as knocked down. The purpose of this is to ignore minor stunning. If you don't want to to ignore any stun, use the Stun property. More... | |
bool | IsCaptain [get] |
bool | IsEngineer [get] |
bool | IsMechanic [get] |
bool | IsMedic [get] |
bool | IsSecurity [get] |
bool | IsAssistant [get] |
bool | IsWatchman [get] |
bool | IsVip [get] |
bool | IsPrisoner [get] |
bool | IsKiller [get] |
Color? | UniqueNameColor = null [get, set] |
bool | IsProtectedFromPressure [get] |
Is the character currently protected from the pressure by immunity/ability or a status effect (e.g. from a diving suit). More... | |
bool | IsImmuneToPressure [get] |
IReadOnlyCollection< CharacterTalent > | CharacterTalents [get] |
float? | HealthUpdateInterval [get, set] |
List< CharacterStateInfo > | MemState [get] |
List< CharacterStateInfo > | MemLocalState [get] |
bool | IsVisible = true [get] |
Is the character currently visible on the camera. Refresh the value by calling DoVisibilityCheck. More... | |
static Character? | Controlled [get, set] |
Dictionary< object, HUDProgressBar > | HUDProgressBars [get] |
float | BlurStrength [get, set] |
float | DistortStrength [get, set] |
float | RadialDistortStrength [get, set] |
float | ChromaticAberrationStrength [get, set] |
Color | GrainColor [get, set] |
float | GrainStrength [get, set] |
float???????? | CollapseEffectStrength [get, set] |
Can be used by status effects More... | |
float????? | CameraShake [get, set] |
Can be used to set camera shake from status effects More... | |
IEnumerable< ParticleEmitter > | BloodEmitters [get] |
IEnumerable< ParticleEmitter > | DamageEmitters [get] |
IEnumerable< ParticleEmitter > | GibEmitters [get] |
static bool | IsMouseOnUI [get] |
IEnumerable< ObjectiveEntity > | ActiveObjectiveEntities [get] |
Properties inherited from Barotrauma.Entity | |
static int | EntityCount [get] |
bool | Removed [get] |
bool | IdFreed [get] |
virtual Vector2 | SimPosition [get] |
virtual Vector2 | Position [get] |
virtual Vector2 | WorldPosition [get] |
virtual Vector2 | DrawPosition [get] |
Submarine | Submarine [get, set] |
AITarget | AiTarget [get] |
bool | InDetectable [get, set] |
double | SpawnTime [get] |
string | ErrorLine [get] |
Properties inherited from Barotrauma.ISpatialEntity | |
Vector2 | Position [get] |
Vector2 | WorldPosition [get] |
Vector2 | SimPosition [get] |
Submarine | Submarine [get] |
Properties inherited from Barotrauma.IDamageable | |
Vector2 | SimPosition [get] |
Vector2 | WorldPosition [get] |
float | Health [get] |
Properties inherited from Barotrauma.ISerializableEntity | |
string | Name [get] |
Dictionary< Identifier, SerializableProperty > | SerializableProperties [get] |
Additional Inherited Members | |
Public Types inherited from Barotrauma.Character | |
enum class | EventType { InventoryState = 0 , Control = 1 , Status = 2 , Treatment = 3 , SetAttackTarget = 4 , ExecuteAttack = 5 , AssignCampaignInteraction = 6 , ObjectiveManagerState = 7 , TeamChange = 8 , AddToCrew = 9 , UpdateExperience = 10 , UpdateTalents = 11 , UpdateSkills = 12 , UpdateMoney = 13 , UpdatePermanentStats = 14 , RemoveFromCrew = 15 , MinValue = 0 , MaxValue = 15 } |
Static Public Member Functions inherited from Barotrauma.Character | |
static Character | Create (CharacterInfo characterInfo, Vector2 position, string seed, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, bool hasAi=true, RagdollParams ragdoll=null, bool spawnInitialItems=true) |
Create a new character More... | |
static Character | Create (string speciesName, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, bool hasAi=true, bool createNetworkEvent=true, RagdollParams ragdoll=null, bool throwErrorIfNotFound=true, bool spawnInitialItems=true) |
Create a new character More... | |
static Character | Create (Identifier speciesName, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, bool hasAi=true, bool createNetworkEvent=true, RagdollParams ragdoll=null, bool throwErrorIfNotFound=true, bool spawnInitialItems=true) |
static Character | Create (CharacterPrefab prefab, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, bool hasAi=true, bool createNetworkEvent=true, RagdollParams ragdoll=null, bool spawnInitialItems=true) |
static bool | IsTargetVisible (ISpatialEntity target, ISpatialEntity seeingEntity, bool seeThroughWindows=false, bool checkFacing=false) |
static void | UpdateAnimAll (float deltaTime) |
static void | UpdateAll (float deltaTime, Camera cam) |
static void | RemoveByPrefab (CharacterPrefab prefab) |
static void | SaveInventory (Inventory inventory, XElement parentElement) |
static IEnumerable< Character > | GetFriendlyCrew (Character character) |
static bool | IsFriendly (Character me, Character other) |
static bool | IsOnFriendlyTeam (CharacterTeamType myTeam, CharacterTeamType otherTeam) |
static bool | IsOnFriendlyTeam (Character me, Character other) |
static bool | IsSameSpeciesOrGroup (Character me, Character other) |
static void | AddAllToGUIUpdateList () |
static Character | ReadSpawnData (IReadMessage inc) |
Static Public Member Functions inherited from Barotrauma.Entity | |
static IReadOnlyCollection< Entity > | GetEntities () |
static int | FindFreeIdBlock (int minBlockSize) |
Finds a contiguous block of free IDs of at least the given size More... | |
static Entity | FindEntityByID (ushort ID) |
Find an entity based on the ID More... | |
static void | RemoveAll () |
static void | DumpIds (int count, string filename) |
Public Attributes inherited from Barotrauma.Character | |
Hull | PreviousHull = null |
Hull | CurrentHull = null |
readonly Dictionary< Identifier, SerializableProperty > | Properties |
readonly HashSet< LatchOntoAI > | Latchers = new HashSet<LatchOntoAI>() |
readonly HashSet< Projectile > | AttachedProjectiles = new HashSet<Projectile>() |
CombatAction | CombatAction |
readonly AnimController | AnimController |
readonly string | Seed |
Entity | LastDamageSource |
AttackResult | LastDamage |
readonly CharacterPrefab | Prefab |
readonly CharacterParams | Params |
LocalizedString | TraitorCurrentObjective = "" |
ConversationAction | ActiveConversation |
bool | RequireConsciousnessForCustomInteract = true |
float | KnockbackCooldownTimer |
bool | IsRagdolled |
bool | IsForceRagdolled |
bool | dontFollowCursor |
bool | DisableHealthWindow |
bool | GodMode = false |
Godmoded characters cannot receive any afflictions whatsoever More... | |
CampaignMode.InteractionType | CampaignInteractionType |
Identifier | MerchantIdentifier |
HashSet< Identifier > | MarkedAsLooted = new() |
OnDeathHandler | OnDeath |
OnAttackedHandler | OnAttacked |
UInt16 | LastNetworkUpdateID = 0 |
UInt16 | LastProcessedID |
ID of the last inputs the server has processed More... | |
float | healthUpdateTimer |
bool | isSynced = false |
bool | ExternalHighlight |
Public Attributes inherited from Barotrauma.Entity | |
readonly ushort | ID |
Unique, but non-persistent identifier. Stays the same if the entities are created in the exactly same order, but doesn't persist e.g. between the rounds. More... | |
readonly string | CreationStackTrace |
readonly UInt64 | CreationIndex |
Static Public Attributes inherited from Barotrauma.Character | |
static readonly List< Character > | CharacterList = new List<Character>() |
static int | CharacterUpdateInterval = 1 |
const float | MaxHighlightDistance = 150.0f |
const float | MaxDragDistance = 200.0f |
const float | KnockbackCooldown = 5.0f |
static bool | DisableControls |
static bool | DebugDrawInteract |
Static Public Attributes inherited from Barotrauma.Entity | |
const ushort | NullEntityID = 0 |
const ushort | EntitySpawnerID = ushort.MaxValue |
const ushort | RespawnManagerID = ushort.MaxValue - 1 |
const ushort | DummyID = ushort.MaxValue - 2 |
const ushort | ReservedIDStart = ushort.MaxValue - 3 |
const ushort | MaxEntityCount = ushort.MaxValue - 4 |
static EntitySpawner | Spawner |
Protected Member Functions inherited from Barotrauma.Character | |
Character (CharacterPrefab prefab, Vector2 position, string seed, CharacterInfo characterInfo=null, ushort id=Entity.NullEntityID, bool isRemotePlayer=false, RagdollParams ragdollParams=null, bool spawnInitialItems=true) | |
float | GetDistanceToClosestPlayer () |
How far the character is from the closest human player (including spectators) More... | |
float | GetDistanceSqrToClosestPlayer () |
How far the character is from the closest human player (including spectators) More... | |
Protected Member Functions inherited from Barotrauma.Entity | |
virtual ushort | DetermineID (ushort id, Submarine submarine) |
Protected Attributes inherited from Barotrauma.Character | |
Key[] | keys |
readonly Dictionary< string, ActiveTeamChange > | activeTeamChanges = new Dictionary<string, ActiveTeamChange>() |
ActiveTeamChange | currentTeamChange |
float | oxygenAvailable |
Item | focusedItem |
float | soundTimer |
float | hudInfoTimer = 1.0f |
bool | hudInfoVisible = false |
float | lastRecvPositionUpdateTime |
Protected Attributes inherited from Barotrauma.Entity | |
AITarget | aiTarget |
Definition at line 5 of file BarotraumaShared/SharedSource/Characters/AICharacter.cs.
Barotrauma.AICharacter.AICharacter | ( | CharacterPrefab | prefab, |
Vector2 | position, | ||
string | seed, | ||
CharacterInfo | characterInfo = null , |
||
ushort | id = Entity.NullEntityID , |
||
bool | isNetworkPlayer = false , |
||
RagdollParams | ragdoll = null , |
||
bool | spawnInitialItems = true |
||
) |
Definition at line 14 of file BarotraumaShared/SharedSource/Characters/AICharacter.cs.
override void Barotrauma.AICharacter.DrawFront | ( | Microsoft.Xna.Framework.Graphics.SpriteBatch | spriteBatch, |
Camera | cam | ||
) |
Definition at line 5 of file BarotraumaClient/ClientSource/Characters/AICharacter.cs.
void Barotrauma.AICharacter.SetAI | ( | AIController | aiController | ) |
Definition at line 22 of file BarotraumaShared/SharedSource/Characters/AICharacter.cs.
|
virtual |
Reimplemented from Barotrauma.Character.
Definition at line 36 of file BarotraumaShared/SharedSource/Characters/AICharacter.cs.
|
get |
Definition at line 9 of file BarotraumaShared/SharedSource/Characters/AICharacter.cs.