Barotrauma Client Doc
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A special affliction type that gradually makes the character turn into another type of character. See AfflictionPrefabHusk for more details. More...
Public Types | |
enum class | InfectionState { Initial , Dormant , Transition , Active , Final } |
Public Member Functions | |
AfflictionHusk (AfflictionPrefab prefab, float strength) | |
override void | Update (CharacterHealth characterHealth, Limb targetLimb, float deltaTime) |
void | ActivateHusk () |
void | UnsubscribeFromDeathEvent () |
Public Member Functions inherited from Barotrauma.Affliction | |
Affliction (AfflictionPrefab prefab, float strength) | |
void | CopyProperties (Affliction source) |
Copy properties here instead of using SerializableProperties (with reflection). More... | |
void | Serialize (XElement element) |
void | Deserialize (XElement element) |
Affliction | CreateMultiplied (float multiplier, Affliction affliction) |
override string | ToString () |
LocalizedString | GetStrengthText () |
AfflictionPrefab.Effect | GetActiveEffect () |
float | GetVitalityDecrease (CharacterHealth characterHealth) |
float | GetVitalityDecrease (CharacterHealth characterHealth, float strength) |
float | GetScreenGrainStrength () |
float | GetScreenDistortStrength () |
float | GetRadialDistortStrength () |
float | GetChromaticAberrationStrength () |
float | GetAfflictionOverlayMultiplier () |
Color | GetFaceTint () |
Color | GetBodyTint () |
float | GetScreenBlurStrength () |
float | GetSkillMultiplier () |
void | CalculateDamagePerSecond (float currentVitalityDecrease) |
float | GetResistance (Identifier afflictionId) |
float | GetSpeedMultiplier () |
float | GetStatValue (StatTypes statType) |
bool | HasFlag (AbilityFlags flagType) |
void | ApplyStatusEffects (ActionType type, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) |
void | ApplyStatusEffect (ActionType type, StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) |
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... | |
bool | ShouldShowIcon (Character afflictedCharacter) |
Static Public Member Functions | |
static List< Limb > | AttachHuskAppendage (Character character, AfflictionPrefabHusk matchingAffliction, ContentXElement appendageDefinition=null, Ragdoll ragdoll=null) |
static Identifier | GetHuskedSpeciesName (Identifier speciesName, AfflictionPrefabHusk prefab) |
static Identifier | GetNonHuskedSpeciesName (Identifier huskedSpeciesName, AfflictionPrefabHusk prefab) |
Static Public Member Functions inherited from Barotrauma.Affliction | |
static LocalizedString | GetStrengthText (float strength, float maxStrength) |
Properties | |
override float???? | Strength [get, set] |
InfectionState | State [get] |
Properties inherited from Barotrauma.Affliction | |
string | Name [get] |
Dictionary< Identifier, SerializableProperty > | SerializableProperties [get, set] |
float | PendingGrainEffectStrength [get, set] |
float | GrainEffectStrength [get, set] |
virtual float | Strength [get, set] |
float | NonClampedStrength [get] |
Identifier | Identifier [get] |
float | Probability = 1.0f [get, set] |
bool | DivideByLimbCount [get, set] |
bool | MultiplyByMaxVitality [get] |
Properties inherited from Barotrauma.ISerializableEntity | |
string | Name [get] |
Dictionary< Identifier, SerializableProperty > | SerializableProperties [get] |
Additional Inherited Members | |
Public Attributes inherited from Barotrauma.Affliction | |
readonly AfflictionPrefab | Prefab |
float | DamagePerSecond |
float | DamagePerSecondTimer |
float | PreviousVitalityDecrease |
float | Value |
readonly Dictionary< AfflictionPrefab.PeriodicEffect, float > | PeriodicEffectTimers = new Dictionary<AfflictionPrefab.PeriodicEffect, float>() |
double | AppliedAsSuccessfulTreatmentTime |
float | Duration |
Character | Source |
Which character gave this affliction More... | |
Protected Attributes inherited from Barotrauma.Affliction | |
bool | activeEffectDirty = true |
float | _strength |
A special affliction type that gradually makes the character turn into another type of character. See AfflictionPrefabHusk for more details.
Definition at line 14 of file AfflictionHusk.cs.
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strong |
Enumerator | |
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Initial | |
Dormant | |
Transition | |
Active | |
Final |
Definition at line 16 of file AfflictionHusk.cs.
Barotrauma.AfflictionHusk.AfflictionHusk | ( | AfflictionPrefab | prefab, |
float | strength | ||
) |
Definition at line 73 of file AfflictionHusk.cs.
void Barotrauma.AfflictionHusk.ActivateHusk | ( | ) |
Definition at line 205 of file AfflictionHusk.cs.
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static |
Definition at line 377 of file AfflictionHusk.cs.
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static |
Definition at line 466 of file AfflictionHusk.cs.
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static |
Definition at line 471 of file AfflictionHusk.cs.
void Barotrauma.AfflictionHusk.UnsubscribeFromDeathEvent | ( | ) |
Definition at line 239 of file AfflictionHusk.cs.
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virtual |
Reimplemented from Barotrauma.Affliction.
Definition at line 83 of file AfflictionHusk.cs.
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get |
Definition at line 55 of file AfflictionHusk.cs.
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getset |
Definition at line 34 of file AfflictionHusk.cs.