Barotrauma Client Doc
Barotrauma.Items.Components.ConnectionPanel Class Reference
Inheritance diagram for Barotrauma.Items.Components.ConnectionPanel:
Barotrauma.Items.Components.ItemComponent Barotrauma.Networking.IServerSerializable Barotrauma.Networking.IClientSerializable Barotrauma.Items.Components.ItemComponent Barotrauma.Networking.IServerSerializable Barotrauma.Networking.IClientSerializable Barotrauma.Networking.INetSerializable Barotrauma.Networking.INetSerializable Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.Networking.INetSerializable Barotrauma.Networking.INetSerializable Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity

Public Member Functions

 ConnectionPanel (Item item, ContentXElement element)
 
override void OnMapLoaded ()
 Called when all items have been loaded. Use to initialize connections between items. More...
 
void InitializeLinks ()
 
override void OnItemLoaded ()
 Called when all the components of the item have been loaded. Use to initialize connections between components and such. More...
 
void MoveConnectedWires (Vector2 amount)
 
override void Update (float deltaTime, Camera cam)
 
override void UpdateBroken (float deltaTime, Camera cam)
 
bool CanRewire ()
 
override bool Select (Character picker)
 
override bool Use (float deltaTime, Character character=null)
 
bool CheckCharacterSuccess (Character character)
 Check if the character manages to succesfully rewire the panel, and if not, apply OnFailure effects More...
 
override void Load (ContentXElement element, bool usePrefabValues, IdRemap idRemap)
 
override XElement Save (XElement parentElement)
 
override void ReceiveSignal (Signal signal, Connection connection)
 
void ClientEventWrite (IWriteMessage msg, NetEntityEvent.IData extraData=null)
 
void TriggerRewiringSound ()
 
override void Move (Vector2 amount, bool ignoreContacts=false)
 
override bool ShouldDrawHUD (Character character)
 
override void UpdateHUDComponentSpecific (Character character, float deltaTime, Camera cam)
 
void ClientEventRead (IReadMessage msg, float sendingTime)
 
- Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
readonly record struct ItemUseInfo (Item Item, Character User)
 
 ItemComponent (Item item, ContentXElement element)
 
void SetRequiredItems (ContentXElement element, bool allowEmpty=false)
 
virtual bool Pick (Character picker)
 a Character has picked the item More...
 
virtual void Drop (Character dropper, bool setTransform=true)
 a Character has dropped the item More...
 
virtual bool CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective)
 
Returns
true if the operation was completed
More...
 
virtual bool SecondaryUse (float deltaTime, Character character=null)
 
virtual void Equip (Character character)
 
virtual void Unequip (Character character)
 
virtual bool Combine (Item item, Character user)
 
void Remove ()
 
void ShallowRemove ()
 Remove the component so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) but don't reset anything that's required for cloning the item More...
 
bool HasRequiredSkills (Character character)
 
bool HasRequiredSkills (Character character, out Skill insufficientSkill)
 
virtual float GetSkillMultiplier ()
 
float DegreeOfSuccess (Character character)
 Returns 0.0f-1.0f based on how well the Character can use the itemcomponent More...
 
float DegreeOfSuccess (Character character, List< Skill > requiredSkills)
 Returns 0.0f-1.0f based on how well the Character can use the itemcomponent More...
 
virtual void FlipX (bool relativeToSub)
 
virtual void FlipY (bool relativeToSub)
 
bool IsEmpty (Character user)
 Shorthand for !HasRequiredContainedItems() More...
 
bool HasRequiredContainedItems (Character user, bool addMessage, LocalizedString msg=null)
 
virtual bool HasAccess (Character character)
 Only checks if any of the Picked requirements are matched (used for checking id card(s)). Much simpler and a bit different than HasRequiredItems. More...
 
virtual bool HasRequiredItems (Character character, bool addMessage, LocalizedString msg=null)
 
void ApplyStatusEffects (ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float afflictionMultiplier=1.0f)
 
virtual void OnScaleChanged ()
 
virtual void OnInventoryChanged ()
 Called when the item has an ItemContainer and the contents inside of it changed. More...
 
virtual void Reset ()
 
virtual void ParseMsg ()
 
virtual bool ValidateEventData (NetEntityEvent.IData data)
 
ItemComponent GetReplacementOrThis ()
 
bool NeedsSoundUpdate ()
 
void UpdateSounds ()
 
void PlaySound (ActionType type, Character user=null)
 
void StopLoopingSound ()
 
void StopSounds (ActionType type)
 
ItemComponent GetLinkUIToComponent ()
 
virtual void DrawHUD (SpriteBatch spriteBatch, Character character)
 
virtual void AddToGUIUpdateList (int order=0)
 
void UpdateHUD (Character character, float deltaTime, Camera cam)
 
virtual void UpdateEditing (float deltaTime)
 
virtual void CreateEditingHUD (SerializableEntityEditor editor)
 
virtual void OnPlayerSkillsChanged ()
 
virtual void AddTooltipInfo (ref LocalizedString name, ref LocalizedString description)
 

Public Attributes

readonly List< ConnectionConnections = new List<Connection>()
 
readonly HashSet< WireDisconnectedWires = new HashSet<Wire>()
 Wires that have been disconnected from the panel, but not removed completely (visible at the bottom of the connection panel). More...
 
- Public Attributes inherited from Barotrauma.Items.Components.ItemComponent
bool WasUsed
 
readonly Dictionary< ActionType, List< StatusEffect > > statusEffectLists
 
Dictionary< RelatedItem.RelationType, List< RelatedItem > > requiredItems
 
readonly List< RelatedItemDisabledRequiredItems = new List<RelatedItem>()
 
List< SkillrequiredSkills
 
readonly ContentXElement originalElement
 
Action< bool > OnActiveStateChanged
 
List< PropertyConditionalIsActiveConditionals
 
readonly NamedEvent< ItemUseInfoOnUsed = new()
 
readonly bool InheritStatusEffects
 
float IsActiveTimer
 
ItemComponent ReplacedBy
 

Static Public Attributes

static bool DebugWiringMode
 
static double DebugWiringEnabledUntil
 
static Wire HighlightedWire
 

Protected Member Functions

override void ShallowRemoveComponentSpecific ()
 
override void RemoveComponentSpecific ()
 
override void CreateGUI ()
 Overload this method and implement. The method is automatically called when the resolution changes. More...
 
- Protected Member Functions inherited from Barotrauma.Items.Components.ItemComponent
string GetTextureDirectory (ContentXElement subElement)
 
ExtractEventData< T > (NetEntityEvent.IData data)
 
bool TryExtractEventData< T > (NetEntityEvent.IData data, out T componentData)
 
AIObjectiveContainItem AIContainItems< T > (ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false)
 
void ReleaseGuiFrame ()
 
void ReloadGuiFrame ()
 
void TryCreateDragHandle ()
 
void StartDelayedCorrection (IReadMessage buffer, float sendingTime, bool waitForMidRoundSync=false)
 
void OnGUIParentChanged (RectTransform newParent)
 Launches when the parent of the GuiFrame is changed. More...
 
virtual void OnResolutionChanged ()
 

Properties

bool AlwaysAllowRewiring [get]
 Allows rewiring the connection panel despite rewiring being disabled on a server More...
 
bool Locked [get, set]
 
bool??? TemporarilyLocked [get]
 
override bool IsActive [get, set]
 
Character User [get]
 
static bool ShouldDebugDrawWiring [get]
 
override bool RecreateGUIOnResolutionChange [get]
 
- Properties inherited from Barotrauma.Items.Components.ItemComponent
ItemComponent Parent [get, set]
 
bool InheritParentIsActive [get, set]
 
virtual bool DontTransferInventoryBetweenSubs [get]
 If enabled, the contents of the item are not transferred when the player transfers items between subs. Use this if this component uses item containers in a way where removing the item from the container via external means would cause problems. More...
 
virtual bool DisallowSellingItemsFromContainer [get]
 If enabled, the items inside any of the item containers on this item cannot be sold at an outpost. Use in similar cases as DontTransferInventoryBetweenSubs. More...
 
float PickingTime [get, set]
 
string PickingMsg [get, set]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get, protected set]
 
virtual bool? IsActive [get, set]
 
PropertyConditional.LogicalOperatorType IsActiveConditionalComparison [get, set]
 
bool Drawable [get, set]
 
bool CanBePicked [get, set]
 
bool DrawHudWhenEquipped [get, protected set]
 
bool LockGuiFramePosition [get, set]
 
Point GuiFrameOffset [get, set]
 
bool CanBeSelected [get, set]
 
bool CanBeCombined [get, set]
 
bool RemoveOnCombined [get, set]
 
bool CharacterUsable [get, set]
 
bool AllowInGameEditing [get, set]
 
InputType PickKey [get, protected set]
 
InputType SelectKey [get, protected set]
 
bool DeleteOnUse [get, set]
 
Item Item [get]
 
string Name [get]
 
string Msg [get, set]
 
LocalizedString DisplayMsg [get, set]
 
float CombatPriority [get]
 
int ManuallySelectedSound [get]
 Which sound should be played when manual sound selection type is selected? Not [Editable] because we don't want this visible in the editor for every component. More...
 
float Speed [get]
 Can be used by status effects or conditionals to the speed of the item More...
 
virtual bool UpdateWhenInactive [get]
 
bool HasSounds [get]
 
bool[] HasSoundsOfType [get]
 
virtual bool RecreateGUIOnResolutionChange [get]
 
GUILayoutSettings DefaultLayout [get, protected set]
 
GUILayoutSettings AlternativeLayout [get, protected set]
 
GUIFrame GuiFrame [get, set]
 
bool AllowUIOverlap [get, set]
 
string LinkUIToComponent [get, set]
 
int HudPriority [get]
 
int HudLayer [get]
 
bool?? UseAlternativeLayout [get, set]
 
- Properties inherited from Barotrauma.ISerializableEntity
string Name [get]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get]
 

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
static ItemComponent Load (ContentXElement element, Item item, bool errorMessages=true)
 
- Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
Item item
 
string name
 
bool characterUsable
 
bool canBePicked
 
bool canBeSelected
 
bool canBeCombined
 
bool removeOnCombined
 
CoroutineHandle delayedCorrectionCoroutine
 
float aiUpdateTimer
 
float correctionTimer
 
- Static Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
const float CorrectionDelay = 1.0f
 
const float AIUpdateInterval = 0.2f
 

Detailed Description

Constructor & Destructor Documentation

◆ ConnectionPanel()

Barotrauma.Items.Components.ConnectionPanel.ConnectionPanel ( Item  item,
ContentXElement  element 
)

Member Function Documentation

◆ CanRewire()

bool Barotrauma.Items.Components.ConnectionPanel.CanRewire ( )

◆ CheckCharacterSuccess()

bool Barotrauma.Items.Components.ConnectionPanel.CheckCharacterSuccess ( Character  character)

Check if the character manages to succesfully rewire the panel, and if not, apply OnFailure effects

Definition at line 252 of file BarotraumaShared/SharedSource/Items/Components/Signal/ConnectionPanel.cs.

◆ ClientEventRead()

void Barotrauma.Items.Components.ConnectionPanel.ClientEventRead ( IReadMessage  msg,
float  sendingTime 
)

◆ ClientEventWrite()

void Barotrauma.Items.Components.ConnectionPanel.ClientEventWrite ( IWriteMessage  msg,
NetEntityEvent.IData  extraData = null 
)

◆ CreateGUI()

override void Barotrauma.Items.Components.ConnectionPanel.CreateGUI ( )
protectedvirtual

Overload this method and implement. The method is automatically called when the resolution changes.

Reimplemented from Barotrauma.Items.Components.ItemComponent.

Definition at line 40 of file BarotraumaClient/ClientSource/Items/Components/Signal/ConnectionPanel.cs.

◆ InitializeLinks()

void Barotrauma.Items.Components.ConnectionPanel.InitializeLinks ( )

◆ Load()

override void Barotrauma.Items.Components.ConnectionPanel.Load ( ContentXElement  element,
bool  usePrefabValues,
IdRemap  idRemap 
)
virtual

◆ Move()

override void Barotrauma.Items.Components.ConnectionPanel.Move ( Vector2  amount,
bool  ignoreContacts = false 
)
virtual

◆ MoveConnectedWires()

void Barotrauma.Items.Components.ConnectionPanel.MoveConnectedWires ( Vector2  amount)

◆ OnItemLoaded()

override void Barotrauma.Items.Components.ConnectionPanel.OnItemLoaded ( )
virtual

Called when all the components of the item have been loaded. Use to initialize connections between components and such.

Reimplemented from Barotrauma.Items.Components.ItemComponent.

Definition at line 132 of file BarotraumaShared/SharedSource/Items/Components/Signal/ConnectionPanel.cs.

◆ OnMapLoaded()

override void Barotrauma.Items.Components.ConnectionPanel.OnMapLoaded ( )
virtual

Called when all items have been loaded. Use to initialize connections between items.

Reimplemented from Barotrauma.Items.Components.ItemComponent.

Definition at line 96 of file BarotraumaShared/SharedSource/Items/Components/Signal/ConnectionPanel.cs.

◆ ReceiveSignal()

override void Barotrauma.Items.Components.ConnectionPanel.ReceiveSignal ( Signal  signal,
Connection  connection 
)
virtual

◆ RemoveComponentSpecific()

override void Barotrauma.Items.Components.ConnectionPanel.RemoveComponentSpecific ( )
protectedvirtual

◆ Save()

override XElement Barotrauma.Items.Components.ConnectionPanel.Save ( XElement  parentElement)
virtual

◆ Select()

override bool Barotrauma.Items.Components.ConnectionPanel.Select ( Character  picker)
virtual

◆ ShallowRemoveComponentSpecific()

override void Barotrauma.Items.Components.ConnectionPanel.ShallowRemoveComponentSpecific ( )
protectedvirtual

◆ ShouldDrawHUD()

override bool Barotrauma.Items.Components.ConnectionPanel.ShouldDrawHUD ( Character  character)
virtual

◆ TriggerRewiringSound()

void Barotrauma.Items.Components.ConnectionPanel.TriggerRewiringSound ( )

◆ Update()

override void Barotrauma.Items.Components.ConnectionPanel.Update ( float  deltaTime,
Camera  cam 
)
virtual

◆ UpdateBroken()

override void Barotrauma.Items.Components.ConnectionPanel.UpdateBroken ( float  deltaTime,
Camera  cam 
)
virtual

◆ UpdateHUDComponentSpecific()

override void Barotrauma.Items.Components.ConnectionPanel.UpdateHUDComponentSpecific ( Character  character,
float  deltaTime,
Camera  cam 
)
virtual

◆ Use()

override bool Barotrauma.Items.Components.ConnectionPanel.Use ( float  deltaTime,
Character  character = null 
)
virtual

Member Data Documentation

◆ Connections

readonly List<Connection> Barotrauma.Items.Components.ConnectionPanel.Connections = new List<Connection>()

◆ DebugWiringEnabledUntil

double Barotrauma.Items.Components.ConnectionPanel.DebugWiringEnabledUntil
static

◆ DebugWiringMode

bool Barotrauma.Items.Components.ConnectionPanel.DebugWiringMode
static

◆ DisconnectedWires

readonly HashSet<Wire> Barotrauma.Items.Components.ConnectionPanel.DisconnectedWires = new HashSet<Wire>()

Wires that have been disconnected from the panel, but not removed completely (visible at the bottom of the connection panel).

Definition at line 20 of file BarotraumaShared/SharedSource/Items/Components/Signal/ConnectionPanel.cs.

◆ HighlightedWire

Wire Barotrauma.Items.Components.ConnectionPanel.HighlightedWire
static

Property Documentation

◆ AlwaysAllowRewiring

bool Barotrauma.Items.Components.ConnectionPanel.AlwaysAllowRewiring
get

Allows rewiring the connection panel despite rewiring being disabled on a server

Definition at line 27 of file BarotraumaShared/SharedSource/Items/Components/Signal/ConnectionPanel.cs.

◆ IsActive

override bool Barotrauma.Items.Components.ConnectionPanel.IsActive
getset

◆ Locked

bool Barotrauma.Items.Components.ConnectionPanel.Locked
getset

◆ RecreateGUIOnResolutionChange

override bool Barotrauma.Items.Components.ConnectionPanel.RecreateGUIOnResolutionChange
get

◆ ShouldDebugDrawWiring

bool Barotrauma.Items.Components.ConnectionPanel.ShouldDebugDrawWiring
staticget

◆ TemporarilyLocked

bool??? Barotrauma.Items.Components.ConnectionPanel.TemporarilyLocked
get

◆ User

Character Barotrauma.Items.Components.ConnectionPanel.User
get