Barotrauma Client Doc
Barotrauma.CharacterInfo Class Reference

Classes

class  AppearanceCustomizationMenu
 
class  HeadInfo
 
class  HeadPreset
 

Public Member Functions

IEnumerable< IdentifierGetUnlockedTalentsInTree ()
 Endocrine boosters can unlock talents outside the user's talent tree. This method is used to cull them from the selection More...
 
IEnumerable< IdentifierGetUnlockedTalentsOutsideTree ()
 Returns unlocked talents that aren't part of the character's talent tree (which can be unlocked e.g. with an endocrine booster) More...
 
void CheckDisguiseStatus (bool handleBuff, IdCard idCard=null)
 
int GetManualOrderPriority (Order order)
 
IEnumerable< ContentXElementGetValidAttachmentElements (IEnumerable< ContentXElement > elements, HeadPreset headPreset, WearableType? wearableType=null)
 
int CountValidAttachmentsOfType (WearableType wearableType)
 
 CharacterInfo (Identifier speciesName, string name="", string originalName="", Either< Job, JobPrefab > jobOrJobPrefab=null, string ragdollFileName=null, int variant=0, Rand.RandSync randSync=Rand.RandSync.Unsynced, Identifier npcIdentifier=default)
 
string GetRandomName (Rand.RandSync randSync)
 
void CheckColors ()
 
 CharacterInfo (ContentXElement infoElement, Identifier npcIdentifier=default)
 
int GetIdentifier ()
 Returns a presumably (not guaranteed) unique hash using the (current) Name, appearence, and job. So unless there's another character with the exactly same name, job, and appearance, the hash should be unique. More...
 
int GetIdentifierUsingOriginalName ()
 Returns a presumably (not guaranteed) unique hash using the OriginalName, appearence, and job. So unless there's another character with the exactly same name, job, and appearance, the hash should be unique. More...
 
IEnumerable< ContentXElementFilterElements (IEnumerable< ContentXElement > elements, ImmutableHashSet< Identifier > tags, WearableType? targetType=null)
 
void RecreateHead (ImmutableHashSet< Identifier > tags, int hairIndex, int beardIndex, int moustacheIndex, int faceAttachmentIndex)
 
string ReplaceVars (string str)
 
void RecreateHead (MultiplayerPreferences characterSettings)
 
void RecreateHead (HeadInfo headInfo)
 
void RefreshHead ()
 Reloads the head sprite and the attachment sprites. More...
 
void LoadHeadAttachments ()
 
ContentXElement GetRandomElement (IEnumerable< ContentXElement > elements)
 
int CalculateSalary ()
 
void ApplySkillGain (Identifier skillIdentifier, float baseGain, bool gainedFromAbility=false, float maxGain=2f)
 Increases the characters skill at a rate proportional to their current skill. If you want to increase the skill level by a specific amount instead, use IncreaseSkillLevel More...
 
void IncreaseSkillLevel (Identifier skillIdentifier, float increase, bool gainedFromAbility=false)
 Increase the skill by a specific amount. Talents may affect the actual, final skill increase. More...
 
void SetSkillLevel (Identifier skillIdentifier, float level)
 
void GiveExperience (int amount)
 
void SetExperience (int newExperience)
 
int GetTotalTalentPoints ()
 
int GetAvailableTalentPoints ()
 
float GetProgressTowardsNextLevel ()
 
int GetExperienceRequiredForCurrentLevel ()
 
int GetExperienceRequiredToLevelUp ()
 
int GetExperienceRequiredForLevel (int level)
 How much more experience does the character need to reach the specified level? More...
 
int GetCurrentLevel ()
 
void Rename (string newName)
 
void ResetName ()
 
XElement Save (XElement parentElement)
 
void SaveOrderData ()
 Save current orders to OrderData More...
 
void ApplyOrderData ()
 
void ReloadHeadAttachments ()
 Reloads the attachment xml elements according to the indices. Doesn't reload the sprites. More...
 
void ClearCurrentOrders ()
 
void Remove ()
 
void ClearSavedStatValues ()
 
void ClearSavedStatValues (StatTypes statType)
 
void RemoveSavedStatValuesOnDeath ()
 
void ResetSavedStatValue (Identifier statIdentifier)
 
float GetSavedStatValue (StatTypes statType)
 
float GetSavedStatValue (StatTypes statType, Identifier statIdentifier)
 
float GetSavedStatValueWithAll (StatTypes statType, Identifier statIdentifier)
 Get the combined stat value of the identifier "all" and the specified identifier. More...
 
float GetSavedStatValueWithBotsInMp (StatTypes statType, Identifier statIdentifier)
 
float GetSavedStatValueWithBotsInMp (StatTypes statType, Identifier statIdentifier, IReadOnlyCollection< Character > bots)
 
void ChangeSavedStatValue (StatTypes statType, float value, Identifier statIdentifier, bool removeOnDeath, float maxValue=float.MaxValue, bool setValue=false)
 
GUIComponent CreateInfoFrame (GUIFrame frame, bool returnParent, Sprite permissionIcon=null)
 
GUIFrame CreateCharacterFrame (GUIComponent parent, string text, object userData)
 
void CalculateHeadPosition (Sprite sprite)
 
void DrawBackground (SpriteBatch spriteBatch)
 
void DrawForeground (SpriteBatch spriteBatch)
 
void DrawPortrait (SpriteBatch spriteBatch, Vector2 screenPos, Vector2 offset, float targetWidth, bool flip=false, bool evaluateDisguise=false)
 
void DrawIcon (SpriteBatch spriteBatch, Vector2 screenPos, Vector2 targetAreaSize)
 
void DrawJobIcon (SpriteBatch spriteBatch, Rectangle area, bool evaluateDisguise=false)
 
void CreateIcon (RectTransform rectT)
 

Static Public Member Functions

static Color SelectRandomColor (in ImmutableArray<(Color Color, float Commonness)> array, Rand.RandSync randSync)
 
static List< ContentXElementAddEmpty (IEnumerable< ContentXElement > elements, WearableType type, float commonness=1)
 
static bool IsValidIndex (int index, List< ContentXElement > list)
 
static void SaveOrders (XElement parentElement, params Order[] orders)
 
static void SaveOrderData (CharacterInfo characterInfo, XElement parentElement)
 Save current orders to the parameter element More...
 
static void ApplyOrderData (Character character, XElement orderData)
 
static List< OrderLoadOrders (XElement ordersElement)
 
static void ApplyHealthData (Character character, XElement healthData, Func< AfflictionPrefab, bool > afflictionPredicate=null)
 
static void Init ()
 
static Point CalculateOffset (Sprite sprite, Point offset)
 
static CharacterInfo ClientRead (Identifier speciesName, IReadMessage inc, bool requireJobPrefabFound=true)
 

Public Attributes

XElement InventoryData
 
XElement HealthData
 
XElement OrderData
 
string Name
 
LocalizedString Title
 
Identifier NpcSetIdentifier
 
Character Character
 Note: Can be null. More...
 
Job Job
 
int Salary
 
Identifier factionId
 
bool OmitJobInMenus
 Can be used to disable displaying the job in any info panels More...
 
bool IsDisguised = false
 
bool IsDisguisedAsAnother = false
 
readonly string ragdollFileName = string.Empty
 
bool StartItemsGiven
 
bool IsNewHire
 
CauseOfDeath CauseOfDeath
 
CharacterTeamType TeamID
 
ushort ID
 Unique ID given to character infos in MP. Non-persistent. Used by clients to identify which infos are the same to prevent duplicate characters in round summary. More...
 
readonly bool HasSpecifierTags
 
readonly ImmutableArray<(Color Color, float Commonness)> HairColors
 
readonly ImmutableArray<(Color Color, float Commonness)> FacialHairColors
 
readonly ImmutableArray<(Color Color, float Commonness)> SkinColors
 
int MissionsCompletedSinceDeath = 0
 
readonly Dictionary< StatTypes, List< SavedStatValue > > SavedStatValues = new Dictionary<StatTypes, List<SavedStatValue>>()
 
bool LastControlled
 

Static Public Attributes

const int MaxAdditionalTalentPoints = 100
 
const int MaxCurrentOrders = 3
 

Properties

HeadInfo Head [get, set]
 
bool????? IsMale [get]
 
bool????? IsFemale [get]
 
CharacterInfoPrefab Prefab [get]
 
bool HasNickname [get]
 
string OriginalName [get]
 
string???? DisplayName [get]
 
Identifier SpeciesName [get]
 
int ExperiencePoints [get]
 
HashSet< IdentifierUnlockedTalents = new HashSet<Identifier>() [get]
 
int AdditionalTalentPoints [get, set]
 
Sprite HeadSprite [get]
 
Sprite Portrait [get]
 
List< WearableSprite >? AttachmentSprites [get]
 
ContentXElement CharacterConfigElement [get, set]
 
NPCPersonalityTrait PersonalityTrait [get]
 
static int HighestManualOrderPriority [get]
 
List< OrderCurrentOrders = new List<Order>() [get]
 
List< IdentifierSpriteTags [get]
 
RagdollParamsRagdoll [get, set]
 
bool IsAttachmentsLoaded [get]
 
IReadOnlyList< ContentXElementHairs [get]
 
IReadOnlyList< ContentXElementBeards [get]
 
IReadOnlyList< ContentXElementMoustaches [get]
 
IReadOnlyList< ContentXElementFaceAttachments [get]
 
IEnumerable< ContentXElementWearables [get]
 
int CrewListIndex = -1 [get, set]
 

Detailed Description

Constructor & Destructor Documentation

◆ CharacterInfo() [1/2]

Barotrauma.CharacterInfo.CharacterInfo ( Identifier  speciesName,
string  name = "",
string  originalName = "",
Either< Job, JobPrefab jobOrJobPrefab = null,
string  ragdollFileName = null,
int  variant = 0,
Rand.RandSync  randSync = Rand.RandSync.Unsynced,
Identifier  npcIdentifier = default 
)

◆ CharacterInfo() [2/2]

Barotrauma.CharacterInfo.CharacterInfo ( ContentXElement  infoElement,
Identifier  npcIdentifier = default 
)

Member Function Documentation

◆ AddEmpty()

static List<ContentXElement> Barotrauma.CharacterInfo.AddEmpty ( IEnumerable< ContentXElement elements,
WearableType  type,
float  commonness = 1 
)
static

◆ ApplyHealthData()

static void Barotrauma.CharacterInfo.ApplyHealthData ( Character  character,
XElement  healthData,
Func< AfflictionPrefab, bool >  afflictionPredicate = null 
)
static

◆ ApplyOrderData() [1/2]

void Barotrauma.CharacterInfo.ApplyOrderData ( )

◆ ApplyOrderData() [2/2]

static void Barotrauma.CharacterInfo.ApplyOrderData ( Character  character,
XElement  orderData 
)
static

◆ ApplySkillGain()

void Barotrauma.CharacterInfo.ApplySkillGain ( Identifier  skillIdentifier,
float  baseGain,
bool  gainedFromAbility = false,
float  maxGain = 2f 
)

Increases the characters skill at a rate proportional to their current skill. If you want to increase the skill level by a specific amount instead, use IncreaseSkillLevel

Definition at line 1221 of file BarotraumaShared/SharedSource/Characters/CharacterInfo.cs.

◆ CalculateHeadPosition()

void Barotrauma.CharacterInfo.CalculateHeadPosition ( Sprite  sprite)

◆ CalculateOffset()

static Point Barotrauma.CharacterInfo.CalculateOffset ( Sprite  sprite,
Point  offset 
)
static

◆ CalculateSalary()

int Barotrauma.CharacterInfo.CalculateSalary ( )

◆ ChangeSavedStatValue()

void Barotrauma.CharacterInfo.ChangeSavedStatValue ( StatTypes  statType,
float  value,
Identifier  statIdentifier,
bool  removeOnDeath,
float  maxValue = float.MaxValue,
bool  setValue = false 
)

◆ CheckColors()

void Barotrauma.CharacterInfo.CheckColors ( )

◆ CheckDisguiseStatus()

void Barotrauma.CharacterInfo.CheckDisguiseStatus ( bool  handleBuff,
IdCard  idCard = null 
)

◆ ClearCurrentOrders()

void Barotrauma.CharacterInfo.ClearCurrentOrders ( )

◆ ClearSavedStatValues() [1/2]

void Barotrauma.CharacterInfo.ClearSavedStatValues ( )

◆ ClearSavedStatValues() [2/2]

void Barotrauma.CharacterInfo.ClearSavedStatValues ( StatTypes  statType)

◆ ClientRead()

static CharacterInfo Barotrauma.CharacterInfo.ClientRead ( Identifier  speciesName,
IReadMessage  inc,
bool  requireJobPrefabFound = true 
)
static

◆ CountValidAttachmentsOfType()

int Barotrauma.CharacterInfo.CountValidAttachmentsOfType ( WearableType  wearableType)

◆ CreateCharacterFrame()

GUIFrame Barotrauma.CharacterInfo.CreateCharacterFrame ( GUIComponent  parent,
string  text,
object  userData 
)

◆ CreateIcon()

void Barotrauma.CharacterInfo.CreateIcon ( RectTransform  rectT)

◆ CreateInfoFrame()

GUIComponent Barotrauma.CharacterInfo.CreateInfoFrame ( GUIFrame  frame,
bool  returnParent,
Sprite  permissionIcon = null 
)

◆ DrawBackground()

void Barotrauma.CharacterInfo.DrawBackground ( SpriteBatch  spriteBatch)

◆ DrawForeground()

void Barotrauma.CharacterInfo.DrawForeground ( SpriteBatch  spriteBatch)

◆ DrawIcon()

void Barotrauma.CharacterInfo.DrawIcon ( SpriteBatch  spriteBatch,
Vector2  screenPos,
Vector2  targetAreaSize 
)

◆ DrawJobIcon()

void Barotrauma.CharacterInfo.DrawJobIcon ( SpriteBatch  spriteBatch,
Rectangle  area,
bool  evaluateDisguise = false 
)

◆ DrawPortrait()

void Barotrauma.CharacterInfo.DrawPortrait ( SpriteBatch  spriteBatch,
Vector2  screenPos,
Vector2  offset,
float  targetWidth,
bool  flip = false,
bool  evaluateDisguise = false 
)

◆ FilterElements()

IEnumerable<ContentXElement> Barotrauma.CharacterInfo.FilterElements ( IEnumerable< ContentXElement elements,
ImmutableHashSet< Identifier tags,
WearableType targetType = null 
)

◆ GetAvailableTalentPoints()

int Barotrauma.CharacterInfo.GetAvailableTalentPoints ( )

◆ GetCurrentLevel()

int Barotrauma.CharacterInfo.GetCurrentLevel ( )

◆ GetExperienceRequiredForCurrentLevel()

int Barotrauma.CharacterInfo.GetExperienceRequiredForCurrentLevel ( )

◆ GetExperienceRequiredForLevel()

int Barotrauma.CharacterInfo.GetExperienceRequiredForLevel ( int  level)

How much more experience does the character need to reach the specified level?

Definition at line 1361 of file BarotraumaShared/SharedSource/Characters/CharacterInfo.cs.

◆ GetExperienceRequiredToLevelUp()

int Barotrauma.CharacterInfo.GetExperienceRequiredToLevelUp ( )

◆ GetIdentifier()

int Barotrauma.CharacterInfo.GetIdentifier ( )

Returns a presumably (not guaranteed) unique hash using the (current) Name, appearence, and job. So unless there's another character with the exactly same name, job, and appearance, the hash should be unique.

Definition at line 966 of file BarotraumaShared/SharedSource/Characters/CharacterInfo.cs.

◆ GetIdentifierUsingOriginalName()

int Barotrauma.CharacterInfo.GetIdentifierUsingOriginalName ( )

Returns a presumably (not guaranteed) unique hash using the OriginalName, appearence, and job. So unless there's another character with the exactly same name, job, and appearance, the hash should be unique.

Definition at line 975 of file BarotraumaShared/SharedSource/Characters/CharacterInfo.cs.

◆ GetManualOrderPriority()

int Barotrauma.CharacterInfo.GetManualOrderPriority ( Order  order)

◆ GetProgressTowardsNextLevel()

float Barotrauma.CharacterInfo.GetProgressTowardsNextLevel ( )

◆ GetRandomElement()

ContentXElement Barotrauma.CharacterInfo.GetRandomElement ( IEnumerable< ContentXElement elements)

◆ GetRandomName()

string Barotrauma.CharacterInfo.GetRandomName ( Rand.RandSync  randSync)

◆ GetSavedStatValue() [1/2]

float Barotrauma.CharacterInfo.GetSavedStatValue ( StatTypes  statType)

◆ GetSavedStatValue() [2/2]

float Barotrauma.CharacterInfo.GetSavedStatValue ( StatTypes  statType,
Identifier  statIdentifier 
)

◆ GetSavedStatValueWithAll()

float Barotrauma.CharacterInfo.GetSavedStatValueWithAll ( StatTypes  statType,
Identifier  statIdentifier 
)

Get the combined stat value of the identifier "all" and the specified identifier.

The "all" identifier works like the "any" identifier in outpost modules where it doesn't literally mean everything but is an unique identifier that indicates that it should target everything. For example if we wanted to make a talent that increases the fabrication quality of every single item we could use something like: <CharacterAbilityGivePermanentStat stattype="IncreaseFabricationQuality" statidentifier="all" > (Granted IncreaseFabricationQuality doesn't support the "all" identifier so if we need this in vanilla it needs to be implemented in code)

◆ GetSavedStatValueWithBotsInMp() [1/2]

float Barotrauma.CharacterInfo.GetSavedStatValueWithBotsInMp ( StatTypes  statType,
Identifier  statIdentifier 
)

◆ GetSavedStatValueWithBotsInMp() [2/2]

float Barotrauma.CharacterInfo.GetSavedStatValueWithBotsInMp ( StatTypes  statType,
Identifier  statIdentifier,
IReadOnlyCollection< Character bots 
)

◆ GetTotalTalentPoints()

int Barotrauma.CharacterInfo.GetTotalTalentPoints ( )

◆ GetUnlockedTalentsInTree()

IEnumerable<Identifier> Barotrauma.CharacterInfo.GetUnlockedTalentsInTree ( )

Endocrine boosters can unlock talents outside the user's talent tree. This method is used to cull them from the selection

Definition at line 349 of file BarotraumaShared/SharedSource/Characters/CharacterInfo.cs.

◆ GetUnlockedTalentsOutsideTree()

IEnumerable<Identifier> Barotrauma.CharacterInfo.GetUnlockedTalentsOutsideTree ( )

Returns unlocked talents that aren't part of the character's talent tree (which can be unlocked e.g. with an endocrine booster)

Definition at line 359 of file BarotraumaShared/SharedSource/Characters/CharacterInfo.cs.

◆ GetValidAttachmentElements()

IEnumerable<ContentXElement> Barotrauma.CharacterInfo.GetValidAttachmentElements ( IEnumerable< ContentXElement elements,
HeadPreset  headPreset,
WearableType wearableType = null 
)

◆ GiveExperience()

void Barotrauma.CharacterInfo.GiveExperience ( int  amount)

◆ IncreaseSkillLevel()

void Barotrauma.CharacterInfo.IncreaseSkillLevel ( Identifier  skillIdentifier,
float  increase,
bool  gainedFromAbility = false 
)

Increase the skill by a specific amount. Talents may affect the actual, final skill increase.

Definition at line 1232 of file BarotraumaShared/SharedSource/Characters/CharacterInfo.cs.

◆ Init()

static void Barotrauma.CharacterInfo.Init ( )
static

◆ IsValidIndex()

static bool Barotrauma.CharacterInfo.IsValidIndex ( int  index,
List< ContentXElement list 
)
static

◆ LoadHeadAttachments()

void Barotrauma.CharacterInfo.LoadHeadAttachments ( )

◆ LoadOrders()

static List<Order> Barotrauma.CharacterInfo.LoadOrders ( XElement  ordersElement)
static

◆ RecreateHead() [1/3]

void Barotrauma.CharacterInfo.RecreateHead ( HeadInfo  headInfo)

◆ RecreateHead() [2/3]

void Barotrauma.CharacterInfo.RecreateHead ( ImmutableHashSet< Identifier tags,
int  hairIndex,
int  beardIndex,
int  moustacheIndex,
int  faceAttachmentIndex 
)

◆ RecreateHead() [3/3]

void Barotrauma.CharacterInfo.RecreateHead ( MultiplayerPreferences  characterSettings)

◆ RefreshHead()

void Barotrauma.CharacterInfo.RefreshHead ( )

Reloads the head sprite and the attachment sprites.

Definition at line 1081 of file BarotraumaShared/SharedSource/Characters/CharacterInfo.cs.

◆ ReloadHeadAttachments()

void Barotrauma.CharacterInfo.ReloadHeadAttachments ( )

Reloads the attachment xml elements according to the indices. Doesn't reload the sprites.

Definition at line 1791 of file BarotraumaShared/SharedSource/Characters/CharacterInfo.cs.

◆ Remove()

void Barotrauma.CharacterInfo.Remove ( )

◆ RemoveSavedStatValuesOnDeath()

void Barotrauma.CharacterInfo.RemoveSavedStatValuesOnDeath ( )

◆ Rename()

void Barotrauma.CharacterInfo.Rename ( string  newName)

◆ ReplaceVars()

string Barotrauma.CharacterInfo.ReplaceVars ( string  str)

◆ ResetName()

void Barotrauma.CharacterInfo.ResetName ( )

◆ ResetSavedStatValue()

void Barotrauma.CharacterInfo.ResetSavedStatValue ( Identifier  statIdentifier)

◆ Save()

XElement Barotrauma.CharacterInfo.Save ( XElement  parentElement)

◆ SaveOrderData() [1/2]

void Barotrauma.CharacterInfo.SaveOrderData ( )

Save current orders to OrderData

Definition at line 1632 of file BarotraumaShared/SharedSource/Characters/CharacterInfo.cs.

◆ SaveOrderData() [2/2]

static void Barotrauma.CharacterInfo.SaveOrderData ( CharacterInfo  characterInfo,
XElement  parentElement 
)
static

Save current orders to the parameter element

Definition at line 1621 of file BarotraumaShared/SharedSource/Characters/CharacterInfo.cs.

◆ SaveOrders()

static void Barotrauma.CharacterInfo.SaveOrders ( XElement  parentElement,
params Order[]  orders 
)
static

◆ SelectRandomColor()

static Color Barotrauma.CharacterInfo.SelectRandomColor ( in ImmutableArray<(Color Color, float Commonness)>  array,
Rand.RandSync  randSync 
)
static

◆ SetExperience()

void Barotrauma.CharacterInfo.SetExperience ( int  newExperience)

◆ SetSkillLevel()

void Barotrauma.CharacterInfo.SetSkillLevel ( Identifier  skillIdentifier,
float  level 
)

Member Data Documentation

◆ CauseOfDeath

CauseOfDeath Barotrauma.CharacterInfo.CauseOfDeath

◆ Character

Character Barotrauma.CharacterInfo.Character

Note: Can be null.

Definition at line 334 of file BarotraumaShared/SharedSource/Characters/CharacterInfo.cs.

◆ FacialHairColors

readonly ImmutableArray<(Color Color, float Commonness)> Barotrauma.CharacterInfo.FacialHairColors

◆ factionId

Identifier Barotrauma.CharacterInfo.factionId

◆ HairColors

readonly ImmutableArray<(Color Color, float Commonness)> Barotrauma.CharacterInfo.HairColors

◆ HasSpecifierTags

readonly bool Barotrauma.CharacterInfo.HasSpecifierTags

◆ HealthData

XElement Barotrauma.CharacterInfo.HealthData

◆ ID

ushort Barotrauma.CharacterInfo.ID

Unique ID given to character infos in MP. Non-persistent. Used by clients to identify which infos are the same to prevent duplicate characters in round summary.

Definition at line 539 of file BarotraumaShared/SharedSource/Characters/CharacterInfo.cs.

◆ InventoryData

XElement Barotrauma.CharacterInfo.InventoryData

◆ IsDisguised

bool Barotrauma.CharacterInfo.IsDisguised = false

◆ IsDisguisedAsAnother

bool Barotrauma.CharacterInfo.IsDisguisedAsAnother = false

◆ IsNewHire

bool Barotrauma.CharacterInfo.IsNewHire

◆ Job

Job Barotrauma.CharacterInfo.Job

◆ LastControlled

bool Barotrauma.CharacterInfo.LastControlled

◆ MaxAdditionalTalentPoints

const int Barotrauma.CharacterInfo.MaxAdditionalTalentPoints = 100
static

◆ MaxCurrentOrders

const int Barotrauma.CharacterInfo.MaxCurrentOrders = 3
static

◆ MissionsCompletedSinceDeath

int Barotrauma.CharacterInfo.MissionsCompletedSinceDeath = 0

◆ Name

string Barotrauma.CharacterInfo.Name

◆ NpcSetIdentifier

Identifier Barotrauma.CharacterInfo.NpcSetIdentifier

◆ OmitJobInMenus

bool Barotrauma.CharacterInfo.OmitJobInMenus

Can be used to disable displaying the job in any info panels

Definition at line 404 of file BarotraumaShared/SharedSource/Characters/CharacterInfo.cs.

◆ OrderData

XElement Barotrauma.CharacterInfo.OrderData

◆ ragdollFileName

readonly string Barotrauma.CharacterInfo.ragdollFileName = string.Empty

◆ Salary

int Barotrauma.CharacterInfo.Salary

◆ SavedStatValues

readonly Dictionary<StatTypes, List<SavedStatValue> > Barotrauma.CharacterInfo.SavedStatValues = new Dictionary<StatTypes, List<SavedStatValue>>()

◆ SkinColors

readonly ImmutableArray<(Color Color, float Commonness)> Barotrauma.CharacterInfo.SkinColors

◆ StartItemsGiven

bool Barotrauma.CharacterInfo.StartItemsGiven

◆ TeamID

CharacterTeamType Barotrauma.CharacterInfo.TeamID

◆ Title

LocalizedString Barotrauma.CharacterInfo.Title

Property Documentation

◆ AdditionalTalentPoints

int Barotrauma.CharacterInfo.AdditionalTalentPoints
getset

◆ AttachmentSprites

List<WearableSprite>? Barotrauma.CharacterInfo.AttachmentSprites
get

◆ Beards

IReadOnlyList<ContentXElement> Barotrauma.CharacterInfo.Beards
get

◆ CharacterConfigElement

ContentXElement Barotrauma.CharacterInfo.CharacterConfigElement
getset

◆ CrewListIndex

int Barotrauma.CharacterInfo.CrewListIndex = -1
getset

◆ CurrentOrders

List<Order> Barotrauma.CharacterInfo.CurrentOrders = new List<Order>()
get

◆ DisplayName

string???? Barotrauma.CharacterInfo.DisplayName
get

◆ ExperiencePoints

int Barotrauma.CharacterInfo.ExperiencePoints
get

◆ FaceAttachments

IReadOnlyList<ContentXElement> Barotrauma.CharacterInfo.FaceAttachments
get

◆ Hairs

IReadOnlyList<ContentXElement> Barotrauma.CharacterInfo.Hairs
get

◆ HasNickname

bool Barotrauma.CharacterInfo.HasNickname
get

◆ Head

HeadInfo Barotrauma.CharacterInfo.Head
getset

◆ HeadSprite

Sprite Barotrauma.CharacterInfo.HeadSprite
get

◆ HighestManualOrderPriority

int Barotrauma.CharacterInfo.HighestManualOrderPriority
staticget

◆ IsAttachmentsLoaded

bool Barotrauma.CharacterInfo.IsAttachmentsLoaded
get

◆ IsFemale

bool????? Barotrauma.CharacterInfo.IsFemale
get

◆ IsMale

bool????? Barotrauma.CharacterInfo.IsMale
get

◆ Moustaches

IReadOnlyList<ContentXElement> Barotrauma.CharacterInfo.Moustaches
get

◆ OriginalName

string Barotrauma.CharacterInfo.OriginalName
get

◆ PersonalityTrait

NPCPersonalityTrait Barotrauma.CharacterInfo.PersonalityTrait
get

◆ Portrait

Sprite Barotrauma.CharacterInfo.Portrait
get

◆ Prefab

CharacterInfoPrefab Barotrauma.CharacterInfo.Prefab
get

◆ Ragdoll

RagdollParams? Barotrauma.CharacterInfo.Ragdoll
getset

◆ SpeciesName

Identifier Barotrauma.CharacterInfo.SpeciesName
get

◆ SpriteTags

List<Identifier> Barotrauma.CharacterInfo.SpriteTags
get

◆ UnlockedTalents

HashSet<Identifier> Barotrauma.CharacterInfo.UnlockedTalents = new HashSet<Identifier>()
get

◆ Wearables

IEnumerable<ContentXElement> Barotrauma.CharacterInfo.Wearables
get