Barotrauma Client Doc
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Public Member Functions | |
AbilityConditionData (CharacterTalent characterTalent, ContentXElement conditionElement) | |
Some conditions rely on specific ability data that is integrally connected to the AbilityEffectType. This is done in order to avoid having to create duplicate ability behavior, such as if an ability needs to trigger a common ability effect but in specific circumstances. These conditions could also be partially replaced by more explicit AbilityEffectType enums, but this would introduce bloat and overhead to integral game logic when instead said logic can be made to only run when required using these conditions. More... | |
override bool | MatchesCondition () |
override bool | MatchesCondition (AbilityObject abilityObject) |
Public Member Functions inherited from Barotrauma.Abilities.AbilityCondition | |
AbilityCondition (CharacterTalent characterTalent, ContentXElement conditionElement) | |
Protected Member Functions | |
void | LogAbilityConditionError (AbilityObject abilityObject, Type expectedData) |
abstract bool | MatchesConditionSpecific (AbilityObject abilityObject) |
Protected Member Functions inherited from Barotrauma.Abilities.AbilityCondition | |
List< TargetType > | ParseTargetTypes (string[] targetTypeStrings) |
bool | IsViableTarget (IEnumerable< TargetType > targetTypes, Character targetCharacter) |
Additional Inherited Members | |
Protected Types inherited from Barotrauma.Abilities.AbilityCondition | |
enum class | TargetType { Any = 0 , Enemy = 1 , Ally = 2 , NotSelf = 3 , Alive = 4 , Monster = 5 , InFriendlySubmarine = 6 } |
Protected Attributes inherited from Barotrauma.Abilities.AbilityCondition | |
CharacterTalent | characterTalent |
Character | character |
bool | invert |
Properties inherited from Barotrauma.Abilities.AbilityCondition | |
virtual bool | AllowClientSimulation [get] |
Definition at line 5 of file AbilityConditionData.cs.
Barotrauma.Abilities.AbilityConditionData.AbilityConditionData | ( | CharacterTalent | characterTalent, |
ContentXElement | conditionElement | ||
) |
Some conditions rely on specific ability data that is integrally connected to the AbilityEffectType. This is done in order to avoid having to create duplicate ability behavior, such as if an ability needs to trigger a common ability effect but in specific circumstances. These conditions could also be partially replaced by more explicit AbilityEffectType enums, but this would introduce bloat and overhead to integral game logic when instead said logic can be made to only run when required using these conditions.
These conditions will return an error if used outside their limited intended use.
Definition at line 16 of file AbilityConditionData.cs.
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protected |
Definition at line 18 of file AbilityConditionData.cs.
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virtual |
Implements Barotrauma.Abilities.AbilityCondition.
Definition at line 25 of file AbilityConditionData.cs.
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virtual |
Implements Barotrauma.Abilities.AbilityCondition.
Definition at line 31 of file AbilityConditionData.cs.
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protectedpure virtual |
Implemented in Barotrauma.Abilities.AbilityConditionStatusEffectIdentifier, Barotrauma.Abilities.AbilityConditionSkill, Barotrauma.Abilities.AbilityConditionReduceAffliction, Barotrauma.Abilities.AbilityConditionMission, Barotrauma.Abilities.AbilityConditionLocation, Barotrauma.Abilities.AbilityConditionItemIsStatic, Barotrauma.Abilities.AbilityConditionItemInSubmarine, Barotrauma.Abilities.AbilityConditionItem, Barotrauma.Abilities.AbilityConditionGeneHarvester, Barotrauma.Abilities.AbilityConditionEvasiveManeuvers, Barotrauma.Abilities.AbilityConditionCharacter, Barotrauma.Abilities.AbilityConditionAttackResult, Barotrauma.Abilities.AbilityConditionAttackData, and Barotrauma.Abilities.AbilityConditionAffliction.