Barotrauma Client Doc
Barotrauma.AIObjectiveGetItem Member List

This is the complete list of members for Barotrauma.AIObjectiveGetItem, including all inherited members.

AbandonBarotrauma.AIObjective
AbandonedBarotrauma.AIObjective
AbandonWhenCannotCompleteSubjectivesBarotrauma.AIObjectiveGetItem
AbortConditionBarotrauma.AIObjective
Act(float deltaTime)Barotrauma.AIObjectiveGetItemprotectedvirtual
AddSubObjective(AIObjective objective, bool addFirst=false)Barotrauma.AIObjective
AIObjective(Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option=default)Barotrauma.AIObjective
AIObjectiveGetItem(Character character, Item targetItem, AIObjectiveManager objectiveManager, bool equip=true, float priorityModifier=1)Barotrauma.AIObjectiveGetItem
AIObjectiveGetItem(Character character, Identifier identifierOrTag, AIObjectiveManager objectiveManager, bool equip=true, bool checkInventory=true, float priorityModifier=1, bool spawnItemIfNotFound=false)Barotrauma.AIObjectiveGetItem
AIObjectiveGetItem(Character character, IEnumerable< Identifier > identifiersOrTags, AIObjectiveManager objectiveManager, bool equip=true, bool checkInventory=true, float priorityModifier=1, bool spawnItemIfNotFound=false)Barotrauma.AIObjectiveGetItem
AllowAutomaticItemUnequippingBarotrauma.AIObjective
AllowDangerousPressureBarotrauma.AIObjectiveGetItem
AllowInAnySubBarotrauma.AIObjective
AllowInFriendlySubsBarotrauma.AIObjective
AllowMultipleInstancesBarotrauma.AIObjectiveGetItem
AllowOutsideSubmarineBarotrauma.AIObjective
AllowStealingBarotrauma.AIObjectiveGetItem
AllowSubObjectiveSortingBarotrauma.AIObjective
AllowToFindDivingGearBarotrauma.AIObjectiveGetItem
AllowVariantsBarotrauma.AIObjectiveGetItem
AllowWhileHandcuffedBarotrauma.AIObjectiveGetItem
BasePriorityBarotrauma.AIObjective
CalculatePriority()Barotrauma.AIObjective
CanBeCompletedBarotrauma.AIObjective
CanEquip(Character character, Item item, bool allowWearing)Barotrauma.AIObjectiveprotectedstatic
CanEquip(Item item, bool allowWearing)Barotrauma.AIObjectiveprotected
CannotFindDialogueConditionBarotrauma.AIObjectiveGetItem
CannotFindDialogueIdentifierOverrideBarotrauma.AIObjectiveGetItem
characterBarotrauma.AIObjective
CheckObjectiveSpecific()Barotrauma.AIObjectiveGetItemprotectedvirtual
CheckPathForEachItemBarotrauma.AIObjectiveGetItem
CompletedBarotrauma.AIObjective
ConcurrentObjectivesBarotrauma.AIObjective
CreateEndNodeFilter(ISpatialEntity targetEntity)Barotrauma.AIObjectiveGetItemstatic
CumulatedDevotionBarotrauma.AIObjectiveprotected
CurrentSubObjectiveBarotrauma.AIObjective
DebugTagBarotrauma.AIObjective
DefaultReachBarotrauma.AIObjectiveGetItemstatic
DeselectedBarotrauma.AIObjective
DevotionBarotrauma.AIObjective
EquipBarotrauma.AIObjectiveGetItem
EquipSlotTypeBarotrauma.AIObjectiveGetItem
EvaluateCombatPriorityBarotrauma.AIObjectiveGetItem
ForceHighestPriorityBarotrauma.AIObjective
ForceRunBarotrauma.AIObjective
ForceWalkBarotrauma.AIObjective
GetActiveObjective()Barotrauma.AIObjective
GetItemPriorityBarotrauma.AIObjectiveGetItem
GetPriority()Barotrauma.AIObjectiveprotectedvirtual
GetSprite(Identifier identifier, Identifier option, Entity targetEntity)Barotrauma.AIObjectivestatic
GetSprite()Barotrauma.AIObjective
GetSubObjectivesRecursive(bool includingSelf=false)Barotrauma.AIObjective
HandleNonAllowed()Barotrauma.AIObjectiveprotected
HumanAIControllerBarotrauma.AIObjectiveprotected
IdentifierBarotrauma.AIObjectiveGetItem
IdentifiersOrTagsBarotrauma.AIObjectiveGetItem
IgnoreAtOutpostBarotrauma.AIObjective
ignoredContainerIdentifiersBarotrauma.AIObjectiveGetItem
ignoredIdentifiersOrTagsBarotrauma.AIObjectiveGetItem
ignoredItemsBarotrauma.AIObjectiveGetItem
IgnoreUnsafeHullsBarotrauma.AIObjective
IsAllowedBarotrauma.AIObjective
IsCompletedBarotrauma.AIObjective
IsDuplicate< T >(T otherObjective)Barotrauma.AIObjectivevirtual
IsIgnoredAtOutpost()Barotrauma.AIObjective
IsLoopBarotrauma.AIObjective
ItemCountBarotrauma.AIObjectiveGetItem
ItemFilterBarotrauma.AIObjectiveGetItem
KeepDivingGearOnBarotrauma.AIObjective
KeepDivingGearOnAlsoWhenInactiveBarotrauma.AIObjective
MaxDevotionBarotrauma.AIObjectiveprotected
MaxReachBarotrauma.AIObjectiveGetItemstatic
MustBeSpecificItemBarotrauma.AIObjectiveGetItem
ObjectiveIconColorBarotrauma.AIObjectivestatic
objectiveManagerBarotrauma.AIObjective
OnAbandon()Barotrauma.AIObjectiveGetItemprotectedvirtual
OnCompleted()Barotrauma.AIObjectiveprotectedvirtual
OnDeselected()Barotrauma.AIObjectivevirtual
OnSelected()Barotrauma.AIObjectivevirtual
OptionBarotrauma.AIObjective
ParseGearTags(IEnumerable< Identifier > identifiersOrTags)Barotrauma.AIObjectiveGetItemstatic
ParseIgnoredTags(IEnumerable< Identifier > identifiersOrTags)Barotrauma.AIObjectiveGetItemstatic
PathSteeringBarotrauma.AIObjectiveprotected
PrioritizeIfSubObjectivesActiveBarotrauma.AIObjective
PriorityBarotrauma.AIObjective
PriorityModifierBarotrauma.AIObjective
RemoveSubObjective< T >(ref T objective)Barotrauma.AIObjective
RequireNonEmptyBarotrauma.AIObjectiveGetItem
Reset()Barotrauma.AIObjectiveGetItemvirtual
SelectedBarotrauma.AIObjective
SortSubObjectives()Barotrauma.AIObjective
SpeakAfterOrderReceived()Barotrauma.AIObjectivevirtual
SpeakIfFailsBarotrauma.AIObjectiveGetItem
SteeringManagerBarotrauma.AIObjectiveprotected
subObjectivesBarotrauma.AIObjectiveprotected
SubObjectivesBarotrauma.AIObjective
SyncRemovedObjectives< T1, T2 >(Dictionary< T1, T2 > dictionary, IEnumerable< T1 > collection)Barotrauma.AIObjectiveprotected
TakeWholeStackBarotrauma.AIObjectiveGetItem
TargetConditionBarotrauma.AIObjectiveGetItem
TargetItemBarotrauma.AIObjectiveGetItem
TryAddSubObjective< T >(ref T objective, Func< T > constructor, Action onCompleted=null, Action onAbandon=null)Barotrauma.AIObjectiveprotected
TryComplete(float deltaTime)Barotrauma.AIObjective
Update(float deltaTime)Barotrauma.AIObjectivevirtual
WearBarotrauma.AIObjectiveGetItem