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

Public Types

enum class  DirectionType {
  None , Top , Bottom , Left ,
  Right
}
 

Public Member Functions

 DockingPort (Item item, ContentXElement element)
 
override void FlipX (bool relativeToSub)
 
override void FlipY (bool relativeToSub)
 
void Dock (DockingPort target)
 
void Lock (bool isNetworkMessage, bool applyEffects=true)
 
int GetDir (DockingPort dockingTarget=null)
 
void Undock (bool applyEffects=true)
 
override void Update (float deltaTime, Camera cam)
 
override void OnMapLoaded ()
 Called when all items have been loaded. Use to initialize connections between items. More...
 
override void ReceiveSignal (Signal signal, Connection connection)
 
void Draw (SpriteBatch spriteBatch, bool editing, float itemDepth=-1, Color? overrideColor=null)
 
void ClientEventRead (IReadMessage msg, float sendingTime)
 
void ClientEventWrite (IWriteMessage msg, NetEntityEvent.IData extraData=null)
 
- 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 void Move (Vector2 amount, bool ignoreContacts=false)
 
virtual bool Pick (Character picker)
 a Character has picked the item More...
 
virtual bool Select (Character character)
 
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 void UpdateBroken (float deltaTime, Camera cam)
 
virtual bool Use (float deltaTime, Character character=null)
 
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...
 
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 Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)
 
virtual void OnItemLoaded ()
 Called when all the components of the item have been loaded. Use to initialize connections between components and such. More...
 
virtual void OnScaleChanged ()
 
virtual void OnInventoryChanged ()
 Called when the item has an ItemContainer and the contents inside of it changed. More...
 
virtual XElement Save (XElement parentElement)
 
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)
 
virtual bool ShouldDrawHUD (Character character)
 
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 UpdateHUDComponentSpecific (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)
 

Protected Member Functions

override void RemoveComponentSpecific ()
 
- Protected Member Functions inherited from Barotrauma.Items.Components.ItemComponent
virtual void ShallowRemoveComponentSpecific ()
 
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 ()
 
virtual void CreateGUI ()
 Overload this method and implement. The method is automatically called when the resolution changes. More...
 
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

static IEnumerable< DockingPortList [get]
 
int DockingDir [get, set]
 
Vector2 DistanceTolerance [get, set]
 
float DockedDistance [get, set]
 
bool IsHorizontal [get, set]
 
bool MainDockingPort [get, set]
 
bool ApplyEffectsOnDocking [get, set]
 
DirectionType ForceDockingDirection [get, set]
 
DockingPort DockingTarget [get]
 
bool AtStartExit [get]
 Can be used by status effects More...
 
bool AtEndExit [get]
 
Door Door [get]
 
bool Docked [get, set]
 
bool? IsLocked [get]
 
bool AnotherPortInProximity [get]
 
Vector2 DrawSize [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]
 
- Properties inherited from Barotrauma.Items.Components.IDrawableComponent
Vector2 DrawSize [get]
 The extents of the sprites or other graphics this component needs to draw. Used to determine which items are visible on the screen. More...
 

Events

Action OnDocked
 Automatically cleared after docking -> no need to unregister More...
 
Action OnUnDocked
 Automatically cleared after undocking -> no need to unregister More...
 

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
static ItemComponent Load (ContentXElement element, Item item, bool errorMessages=true)
 
- 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
 
- 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

Member Enumeration Documentation

◆ DirectionType

Enumerator
None 
Top 
Bottom 
Left 
Right 

Definition at line 18 of file BarotraumaShared/SharedSource/Items/Components/DockingPort.cs.

Constructor & Destructor Documentation

◆ DockingPort()

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

Member Function Documentation

◆ ClientEventRead()

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

◆ ClientEventWrite()

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

◆ Dock()

void Barotrauma.Items.Components.DockingPort.Dock ( DockingPort  target)

◆ Draw()

void Barotrauma.Items.Components.DockingPort.Draw ( SpriteBatch  spriteBatch,
bool  editing,
float  itemDepth = -1,
Color?  overrideColor = null 
)

◆ FlipX()

override void Barotrauma.Items.Components.DockingPort.FlipX ( bool  relativeToSub)
virtual

◆ FlipY()

override void Barotrauma.Items.Components.DockingPort.FlipY ( bool  relativeToSub)
virtual

◆ GetDir()

int Barotrauma.Items.Components.DockingPort.GetDir ( DockingPort  dockingTarget = null)

◆ Lock()

void Barotrauma.Items.Components.DockingPort.Lock ( bool  isNetworkMessage,
bool  applyEffects = true 
)

◆ OnMapLoaded()

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

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

Reimplemented from Barotrauma.Items.Components.ItemComponent.

Definition at line 1187 of file BarotraumaShared/SharedSource/Items/Components/DockingPort.cs.

◆ ReceiveSignal()

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

◆ RemoveComponentSpecific()

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

◆ Undock()

void Barotrauma.Items.Components.DockingPort.Undock ( bool  applyEffects = true)

◆ Update()

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

Property Documentation

◆ AnotherPortInProximity

bool Barotrauma.Items.Components.DockingPort.AnotherPortInProximity
get

◆ ApplyEffectsOnDocking

bool Barotrauma.Items.Components.DockingPort.ApplyEffectsOnDocking
getset

◆ AtEndExit

bool Barotrauma.Items.Components.DockingPort.AtEndExit
get

◆ AtStartExit

bool Barotrauma.Items.Components.DockingPort.AtStartExit
get

Can be used by status effects

Definition at line 95 of file BarotraumaShared/SharedSource/Items/Components/DockingPort.cs.

◆ DistanceTolerance

Vector2 Barotrauma.Items.Components.DockingPort.DistanceTolerance
getset

◆ Docked

bool Barotrauma.Items.Components.DockingPort.Docked
getset

◆ DockedDistance

float Barotrauma.Items.Components.DockingPort.DockedDistance
getset

◆ DockingDir

int Barotrauma.Items.Components.DockingPort.DockingDir
getset

◆ DockingTarget

DockingPort Barotrauma.Items.Components.DockingPort.DockingTarget
get

◆ Door

Door Barotrauma.Items.Components.DockingPort.Door
get

◆ DrawSize

Vector2 Barotrauma.Items.Components.DockingPort.DrawSize
get

◆ ForceDockingDirection

DirectionType Barotrauma.Items.Components.DockingPort.ForceDockingDirection
getset

◆ IsHorizontal

bool Barotrauma.Items.Components.DockingPort.IsHorizontal
getset

◆ IsLocked

bool? Barotrauma.Items.Components.DockingPort.IsLocked
get

◆ List

IEnumerable<DockingPort> Barotrauma.Items.Components.DockingPort.List
staticget

◆ MainDockingPort

bool Barotrauma.Items.Components.DockingPort.MainDockingPort
getset

Event Documentation

◆ OnDocked

Action Barotrauma.Items.Components.DockingPort.OnDocked

Automatically cleared after docking -> no need to unregister

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

◆ OnUnDocked

Action Barotrauma.Items.Components.DockingPort.OnUnDocked

Automatically cleared after undocking -> no need to unregister

Definition at line 137 of file BarotraumaShared/SharedSource/Items/Components/DockingPort.cs.