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| Affliction (AfflictionPrefab prefab, float strength) |
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void | CopyProperties (Affliction source) |
| Copy properties here instead of using SerializableProperties (with reflection). More...
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void | Serialize (XElement element) |
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void | Deserialize (XElement element) |
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Affliction | CreateMultiplied (float multiplier, Affliction affliction) |
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override string | ToString () |
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LocalizedString | GetStrengthText () |
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AfflictionPrefab.Effect | GetActiveEffect () |
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float | GetVitalityDecrease (CharacterHealth characterHealth) |
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float | GetVitalityDecrease (CharacterHealth characterHealth, float strength) |
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float | GetScreenGrainStrength () |
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float | GetScreenDistortStrength () |
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float | GetRadialDistortStrength () |
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float | GetChromaticAberrationStrength () |
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float | GetAfflictionOverlayMultiplier () |
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Color | GetFaceTint () |
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Color | GetBodyTint () |
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float | GetScreenBlurStrength () |
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float | GetSkillMultiplier () |
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void | CalculateDamagePerSecond (float currentVitalityDecrease) |
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float | GetResistance (Identifier afflictionId) |
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float | GetSpeedMultiplier () |
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float | GetStatValue (StatTypes statType) |
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bool | HasFlag (AbilityFlags flagType) |
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virtual void | Update (CharacterHealth characterHealth, Limb targetLimb, float deltaTime) |
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void | ApplyStatusEffects (ActionType type, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) |
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void | ApplyStatusEffect (ActionType type, StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) |
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void | SetStrength (float strength) |
| Use this method to skip clamping and additional logic of the setters. Ideally we would keep this private, but doing so would require too much refactoring. More...
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bool | ShouldShowIcon (Character afflictedCharacter) |
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Definition at line 10 of file Affliction.cs.
◆ Affliction()
◆ ApplyStatusEffect()
◆ ApplyStatusEffects()
◆ CalculateDamagePerSecond()
void Barotrauma.Affliction.CalculateDamagePerSecond |
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float |
currentVitalityDecrease | ) |
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◆ CopyProperties()
void Barotrauma.Affliction.CopyProperties |
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Affliction |
source | ) |
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Copy properties here instead of using SerializableProperties (with reflection).
Definition at line 118 of file Affliction.cs.
◆ CreateMultiplied()
◆ Deserialize()
void Barotrauma.Affliction.Deserialize |
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XElement |
element | ) |
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◆ GetActiveEffect()
◆ GetAfflictionOverlayMultiplier()
float Barotrauma.Affliction.GetAfflictionOverlayMultiplier |
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◆ GetBodyTint()
Color Barotrauma.Affliction.GetBodyTint |
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◆ GetChromaticAberrationStrength()
float Barotrauma.Affliction.GetChromaticAberrationStrength |
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◆ GetFaceTint()
Color Barotrauma.Affliction.GetFaceTint |
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◆ GetRadialDistortStrength()
float Barotrauma.Affliction.GetRadialDistortStrength |
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◆ GetResistance()
float Barotrauma.Affliction.GetResistance |
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Identifier |
afflictionId | ) |
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◆ GetScreenBlurStrength()
float Barotrauma.Affliction.GetScreenBlurStrength |
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◆ GetScreenDistortStrength()
float Barotrauma.Affliction.GetScreenDistortStrength |
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◆ GetScreenGrainStrength()
float Barotrauma.Affliction.GetScreenGrainStrength |
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◆ GetSkillMultiplier()
float Barotrauma.Affliction.GetSkillMultiplier |
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◆ GetSpeedMultiplier()
float Barotrauma.Affliction.GetSpeedMultiplier |
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◆ GetStatValue()
float Barotrauma.Affliction.GetStatValue |
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StatTypes |
statType | ) |
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◆ GetStrengthText() [1/2]
◆ GetStrengthText() [2/2]
static LocalizedString Barotrauma.Affliction.GetStrengthText |
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float |
strength, |
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float |
maxStrength |
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) |
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static |
◆ GetVitalityDecrease() [1/2]
float Barotrauma.Affliction.GetVitalityDecrease |
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CharacterHealth |
characterHealth | ) |
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◆ GetVitalityDecrease() [2/2]
float Barotrauma.Affliction.GetVitalityDecrease |
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CharacterHealth |
characterHealth, |
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float |
strength |
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) |
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◆ HasFlag()
◆ Serialize()
void Barotrauma.Affliction.Serialize |
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XElement |
element | ) |
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◆ SetStrength()
void Barotrauma.Affliction.SetStrength |
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float |
strength | ) |
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Use this method to skip clamping and additional logic of the setters. Ideally we would keep this private, but doing so would require too much refactoring.
Definition at line 499 of file Affliction.cs.
◆ ShouldShowIcon()
bool Barotrauma.Affliction.ShouldShowIcon |
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Character |
afflictedCharacter | ) |
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◆ ToString()
override string Barotrauma.Affliction.ToString |
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◆ Update()
virtual void Barotrauma.Affliction.Update |
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CharacterHealth |
characterHealth, |
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Limb |
targetLimb, |
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float |
deltaTime |
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) |
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virtual |
◆ _strength
float Barotrauma.Affliction._strength |
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protected |
◆ activeEffectDirty
bool Barotrauma.Affliction.activeEffectDirty = true |
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protected |
◆ AppliedAsSuccessfulTreatmentTime
double Barotrauma.Affliction.AppliedAsSuccessfulTreatmentTime |
◆ DamagePerSecond
float Barotrauma.Affliction.DamagePerSecond |
◆ DamagePerSecondTimer
float Barotrauma.Affliction.DamagePerSecondTimer |
◆ Duration
float Barotrauma.Affliction.Duration |
◆ PeriodicEffectTimers
◆ Prefab
◆ PreviousVitalityDecrease
float Barotrauma.Affliction.PreviousVitalityDecrease |
◆ Source
Which character gave this affliction
Definition at line 88 of file Affliction.cs.
◆ Value
float Barotrauma.Affliction.Value |
◆ DivideByLimbCount
bool Barotrauma.Affliction.DivideByLimbCount |
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getset |
◆ GrainEffectStrength
float Barotrauma.Affliction.GrainEffectStrength |
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getset |
◆ Identifier
◆ MultiplyByMaxVitality
bool Barotrauma.Affliction.MultiplyByMaxVitality |
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get |
◆ Name
string Barotrauma.Affliction.Name |
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get |
◆ NonClampedStrength
float Barotrauma.Affliction.NonClampedStrength |
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get |
◆ PendingGrainEffectStrength
float Barotrauma.Affliction.PendingGrainEffectStrength |
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getset |
◆ Probability
float Barotrauma.Affliction.Probability = 1.0f |
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getset |
◆ SerializableProperties
◆ Strength
virtual float Barotrauma.Affliction.Strength |
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getset |