Barotrauma Client Doc
Barotrauma.Abilities.AbilityConditionData Class Referenceabstract
Inheritance diagram for Barotrauma.Abilities.AbilityConditionData:
Barotrauma.Abilities.AbilityCondition Barotrauma.Abilities.AbilityConditionAffliction Barotrauma.Abilities.AbilityConditionAttackData Barotrauma.Abilities.AbilityConditionAttackResult Barotrauma.Abilities.AbilityConditionCharacter Barotrauma.Abilities.AbilityConditionEvasiveManeuvers Barotrauma.Abilities.AbilityConditionGeneHarvester Barotrauma.Abilities.AbilityConditionItem Barotrauma.Abilities.AbilityConditionItemInSubmarine Barotrauma.Abilities.AbilityConditionItemIsStatic Barotrauma.Abilities.AbilityConditionLocation Barotrauma.Abilities.AbilityConditionMission Barotrauma.Abilities.AbilityConditionReduceAffliction Barotrauma.Abilities.AbilityConditionSkill Barotrauma.Abilities.AbilityConditionStatusEffectIdentifier

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< TargetTypeParseTargetTypes (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]
 

Detailed Description

Definition at line 5 of file AbilityConditionData.cs.

Constructor & Destructor Documentation

◆ AbilityConditionData()

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.

Member Function Documentation

◆ LogAbilityConditionError()

void Barotrauma.Abilities.AbilityConditionData.LogAbilityConditionError ( AbilityObject  abilityObject,
Type  expectedData 
)
protected

Definition at line 18 of file AbilityConditionData.cs.

◆ MatchesCondition() [1/2]

override bool Barotrauma.Abilities.AbilityConditionData.MatchesCondition ( )
virtual

Implements Barotrauma.Abilities.AbilityCondition.

Definition at line 25 of file AbilityConditionData.cs.

◆ MatchesCondition() [2/2]

override bool Barotrauma.Abilities.AbilityConditionData.MatchesCondition ( AbilityObject  abilityObject)
virtual

Implements Barotrauma.Abilities.AbilityCondition.

Definition at line 31 of file AbilityConditionData.cs.

◆ MatchesConditionSpecific()