Barotrauma Client Doc
Barotrauma.AIObjectiveGetItems Member List

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

AbandonBarotrauma.AIObjective
AbandonedBarotrauma.AIObjective
AbandonWhenCannotCompleteSubjectivesBarotrauma.AIObjective
AbortConditionBarotrauma.AIObjective
achievedItemsBarotrauma.AIObjectiveGetItems
Act(float deltaTime)Barotrauma.AIObjectiveGetItemsprotectedvirtual
AddSubObjective(AIObjective objective, bool addFirst=false)Barotrauma.AIObjective
AIObjective(Character character, AIObjectiveManager objectiveManager, float priorityModifier, Identifier option=default)Barotrauma.AIObjective
AIObjectiveGetItems(Character character, AIObjectiveManager objectiveManager, IEnumerable< Identifier > identifiersOrTags, float priorityModifier=1)Barotrauma.AIObjectiveGetItems
AllowAutomaticItemUnequippingBarotrauma.AIObjective
AllowInAnySubBarotrauma.AIObjective
AllowInFriendlySubsBarotrauma.AIObjective
AllowMultipleInstancesBarotrauma.AIObjectiveGetItems
AllowOutsideSubmarineBarotrauma.AIObjective
AllowStealingBarotrauma.AIObjectiveGetItems
AllowSubObjectiveSortingBarotrauma.AIObjective
AllowVariantsBarotrauma.AIObjectiveGetItems
AllowWhileHandcuffedBarotrauma.AIObjectiveGetItems
BasePriorityBarotrauma.AIObjective
CalculatePriority()Barotrauma.AIObjective
CanBeCompletedBarotrauma.AIObjective
CanEquip(Character character, Item item, bool allowWearing)Barotrauma.AIObjectiveprotectedstatic
CanEquip(Item item, bool allowWearing)Barotrauma.AIObjectiveprotected
characterBarotrauma.AIObjective
CheckInventoryBarotrauma.AIObjectiveGetItems
CheckObjectiveSpecific()Barotrauma.AIObjectiveGetItemsprotectedvirtual
CheckPathForEachItemBarotrauma.AIObjectiveGetItems
CompletedBarotrauma.AIObjective
ConcurrentObjectivesBarotrauma.AIObjective
CumulatedDevotionBarotrauma.AIObjectiveprotected
CurrentSubObjectiveBarotrauma.AIObjective
DebugTagBarotrauma.AIObjectiveGetItems
DeselectedBarotrauma.AIObjective
DevotionBarotrauma.AIObjective
EquipBarotrauma.AIObjectiveGetItems
EvaluateCombatPriorityBarotrauma.AIObjectiveGetItems
ForceHighestPriorityBarotrauma.AIObjective
ForceRunBarotrauma.AIObjective
ForceWalkBarotrauma.AIObjective
GetActiveObjective()Barotrauma.AIObjective
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.AIObjectiveGetItems
IgnoreAtOutpostBarotrauma.AIObjective
IgnoreUnsafeHullsBarotrauma.AIObjective
IsAllowedBarotrauma.AIObjective
IsCompletedBarotrauma.AIObjective
IsDuplicate< T >(T otherObjective)Barotrauma.AIObjectivevirtual
IsIgnoredAtOutpost()Barotrauma.AIObjective
IsLoopBarotrauma.AIObjective
KeepDivingGearOnBarotrauma.AIObjectiveGetItems
KeepDivingGearOnAlsoWhenInactiveBarotrauma.AIObjective
MaxDevotionBarotrauma.AIObjectiveprotected
ObjectiveIconColorBarotrauma.AIObjectivestatic
objectiveManagerBarotrauma.AIObjective
OnAbandon()Barotrauma.AIObjectiveprotectedvirtual
OnCompleted()Barotrauma.AIObjectiveprotectedvirtual
OnDeselected()Barotrauma.AIObjectivevirtual
OnSelected()Barotrauma.AIObjectivevirtual
OptionBarotrauma.AIObjective
PathSteeringBarotrauma.AIObjectiveprotected
PrioritizeIfSubObjectivesActiveBarotrauma.AIObjective
PriorityBarotrauma.AIObjective
PriorityModifierBarotrauma.AIObjective
RemoveSubObjective< T >(ref T objective)Barotrauma.AIObjective
RequireAllItemsBarotrauma.AIObjectiveGetItems
RequireNonEmptyBarotrauma.AIObjectiveGetItems
Reset()Barotrauma.AIObjectiveGetItemsvirtual
SelectedBarotrauma.AIObjective
SortSubObjectives()Barotrauma.AIObjective
SpeakAfterOrderReceived()Barotrauma.AIObjectivevirtual
SteeringManagerBarotrauma.AIObjectiveprotected
SubObjectivesBarotrauma.AIObjective
subObjectivesBarotrauma.AIObjectiveprotected
SyncRemovedObjectives< T1, T2 >(Dictionary< T1, T2 > dictionary, IEnumerable< T1 > collection)Barotrauma.AIObjectiveprotected
TakeWholeStackBarotrauma.AIObjectiveGetItems
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.AIObjectiveGetItems