Barotrauma Client Doc
Barotrauma.Items.Components.Fabricator Member List

This is the complete list of members for Barotrauma.Items.Components.Fabricator, including all inherited members.

ActivateButtonBarotrauma.Items.Components.Fabricator
AddToGUIUpdateList(int order=0)Barotrauma.Items.Components.ItemComponentvirtual
AddTooltipInfo(ref LocalizedString name, ref LocalizedString description)Barotrauma.Items.Components.ItemComponentvirtual
AIContainItems< T >(ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false)Barotrauma.Items.Components.ItemComponentprotected
AIUpdateIntervalBarotrauma.Items.Components.ItemComponentprotectedstatic
aiUpdateTimerBarotrauma.Items.Components.ItemComponentprotected
AllowInGameEditingBarotrauma.Items.Components.ItemComponent
AllowUIOverlapBarotrauma.Items.Components.ItemComponent
AlternativeLayoutBarotrauma.Items.Components.ItemComponent
AmountToFabricateBarotrauma.Items.Components.Fabricator
ApplyStatusEffects(ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float afflictionMultiplier=1.0f)Barotrauma.Items.Components.ItemComponent
CalculateBonusRollPercentage(float skillLevel, float target)Barotrauma.Items.Components.Fabricatorstatic
CanBeCombinedBarotrauma.Items.Components.ItemComponent
canBeCombinedBarotrauma.Items.Components.ItemComponentprotected
CanBePickedBarotrauma.Items.Components.ItemComponent
canBePickedBarotrauma.Items.Components.ItemComponentprotected
canBeSelectedBarotrauma.Items.Components.ItemComponentprotected
CanBeSelectedBarotrauma.Items.Components.ItemComponent
ChangedConnectionsBarotrauma.Items.Components.Poweredstatic
characterUsableBarotrauma.Items.Components.ItemComponentprotected
CharacterUsableBarotrauma.Items.Components.ItemComponent
ClearFilter()Barotrauma.Items.Components.Fabricator
ClientEventRead(IReadMessage msg, float sendingTime)Barotrauma.Items.Components.Fabricator
ClientEventWrite(IWriteMessage msg, NetEntityEvent.IData extraData=null)Barotrauma.Items.Components.Fabricator
CombatPriorityBarotrauma.Items.Components.ItemComponent
Combine(Item item, Character user)Barotrauma.Items.Components.ItemComponentvirtual
CorrectionDelayBarotrauma.Items.Components.ItemComponentprotectedstatic
correctionTimerBarotrauma.Items.Components.ItemComponentprotected
CreateButtonTextBarotrauma.Items.Components.Fabricator
CreateEditingHUD(SerializableEntityEditor editor)Barotrauma.Items.Components.ItemComponentvirtual
CreateGUI()Barotrauma.Items.Components.Fabricatorprotectedvirtual
CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)Barotrauma.Items.Components.ItemComponentvirtual
currPowerConsumptionBarotrauma.Items.Components.Poweredprotected
CurrPowerConsumptionBarotrauma.Items.Components.Powered
DefaultLayoutBarotrauma.Items.Components.ItemComponent
DegreeOfSuccess(Character character)Barotrauma.Items.Components.ItemComponent
DegreeOfSuccess(Character character, List< Skill > requiredSkills)Barotrauma.Items.Components.ItemComponent
delayedCorrectionCoroutineBarotrauma.Items.Components.ItemComponentprotected
DeleteOnUseBarotrauma.Items.Components.ItemComponent
DisabledRequiredItemsBarotrauma.Items.Components.ItemComponent
DisallowSellingItemsFromContainerBarotrauma.Items.Components.ItemComponent
DisplayMsgBarotrauma.Items.Components.ItemComponent
DontTransferInventoryBetweenSubsBarotrauma.Items.Components.ItemComponent
DrawableBarotrauma.Items.Components.ItemComponent
DrawHUD(SpriteBatch spriteBatch, Character character)Barotrauma.Items.Components.ItemComponentvirtual
DrawHudWhenEquippedBarotrauma.Items.Components.ItemComponent
Drop(Character dropper, bool setTransform=true)Barotrauma.Items.Components.ItemComponentvirtual
Equip(Character character)Barotrauma.Items.Components.ItemComponentvirtual
ExtractEventData< T >(NetEntityEvent.IData data)Barotrauma.Items.Components.ItemComponentprotected
FabricationDegreeOfSuccess(Character character, ImmutableArray< Skill > skills)Barotrauma.Items.Components.Fabricator
FabricationLimitReachedTextBarotrauma.Items.Components.Fabricator
FabricationSpeedBarotrauma.Items.Components.Fabricator
Fabricator(Item item, ContentXElement element)Barotrauma.Items.Components.Fabricator
FlipX(bool relativeToSub)Barotrauma.Items.Components.ItemComponentvirtual
FlipY(bool relativeToSub)Barotrauma.Items.Components.ItemComponentvirtual
GetAvailableInstantaneousBatteryPower()Barotrauma.Items.Components.Poweredprotected
GetConnectionPowerOut(Connection conn, float power, PowerRange minMaxPower, float load)Barotrauma.Items.Components.Poweredvirtual
GetCurrentPowerConsumption(Connection connection=null)Barotrauma.Items.Components.Fabricatorvirtual
GetDirectlyConnectedBatteries()Barotrauma.Items.Components.Poweredprotected
GetLinkUIToComponent()Barotrauma.Items.Components.ItemComponent
GetReplacementOrThis()Barotrauma.Items.Components.ItemComponent
GetSkillMultiplier()Barotrauma.Items.Components.Fabricatorvirtual
GetTextureDirectory(ContentXElement subElement)Barotrauma.Items.Components.ItemComponentprotected
GridResolved(Connection conn)Barotrauma.Items.Components.Poweredvirtual
GridsBarotrauma.Items.Components.Poweredstatic
GuiFrameBarotrauma.Items.Components.ItemComponent
GuiFrameOffsetBarotrauma.Items.Components.ItemComponent
HasAccess(Character character)Barotrauma.Items.Components.ItemComponentvirtual
HasRequiredContainedItems(Character user, bool addMessage, LocalizedString msg=null)Barotrauma.Items.Components.ItemComponent
HasRequiredItems(Character character, bool addMessage, LocalizedString msg=null)Barotrauma.Items.Components.ItemComponentvirtual
HasRequiredSkills(Character character)Barotrauma.Items.Components.ItemComponent
HasRequiredSkills(Character character, out Skill insufficientSkill)Barotrauma.Items.Components.ItemComponent
HasSoundsBarotrauma.Items.Components.ItemComponent
HasSoundsOfTypeBarotrauma.Items.Components.ItemComponent
HighlightRecipe(string identifier, Color color)Barotrauma.Items.Components.Fabricator
HudLayerBarotrauma.Items.Components.ItemComponent
HudPriorityBarotrauma.Items.Components.ItemComponent
InheritParentIsActiveBarotrauma.Items.Components.ItemComponent
InheritStatusEffectsBarotrauma.Items.Components.ItemComponent
InputContainerBarotrauma.Items.Components.Fabricator
IsActiveBarotrauma.Items.Components.Powered
IsActiveConditionalComparisonBarotrauma.Items.Components.ItemComponent
IsActiveConditionalsBarotrauma.Items.Components.ItemComponent
IsActiveTimerBarotrauma.Items.Components.ItemComponent
IsEmpty(Character user)Barotrauma.Items.Components.ItemComponent
itemBarotrauma.Items.Components.ItemComponentprotected
ItemBarotrauma.Items.Components.ItemComponent
ItemComponent(Item item, ContentXElement element)Barotrauma.Items.Components.ItemComponent
ItemUseInfo(Item Item, Character User)Barotrauma.Items.Components.ItemComponent
LinkUIToComponentBarotrauma.Items.Components.ItemComponent
Load(ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)Barotrauma.Items.Components.Fabricatorvirtual
Barotrauma::Items::Components::Powered.Load(ContentXElement element, Item item, bool errorMessages=true)Barotrauma.Items.Components.ItemComponentstatic
LockGuiFramePositionBarotrauma.Items.Components.ItemComponent
ManuallySelectedSoundBarotrauma.Items.Components.ItemComponent
MaxOverVoltageFactorBarotrauma.Items.Components.Poweredprotectedstatic
MinMaxPowerOut(Connection conn, float load=0)Barotrauma.Items.Components.Poweredvirtual
MinVoltageBarotrauma.Items.Components.Powered
Move(Vector2 amount, bool ignoreContacts=false)Barotrauma.Items.Components.ItemComponentvirtual
MsgBarotrauma.Items.Components.ItemComponent
NameBarotrauma.Items.Components.ItemComponent
nameBarotrauma.Items.Components.ItemComponentprotected
NeedsSoundUpdate()Barotrauma.Items.Components.ItemComponent
OnActiveStateChangedBarotrauma.Items.Components.ItemComponent
OnGUIParentChanged(RectTransform newParent)Barotrauma.Items.Components.ItemComponentprotected
OnInventoryChanged()Barotrauma.Items.Components.ItemComponentvirtual
OnItemFabricatedBarotrauma.Items.Components.Fabricator
OnItemLoaded()Barotrauma.Items.Components.Fabricatorvirtual
OnMapLoaded()Barotrauma.Items.Components.Fabricatorvirtual
OnPlayerSkillsChanged()Barotrauma.Items.Components.Fabricatorvirtual
OnResolutionChanged()Barotrauma.Items.Components.Fabricatorprotectedvirtual
OnScaleChanged()Barotrauma.Items.Components.ItemComponentvirtual
OnUsedBarotrauma.Items.Components.ItemComponent
originalElementBarotrauma.Items.Components.ItemComponent
OutputContainerBarotrauma.Items.Components.Fabricator
ParentBarotrauma.Items.Components.ItemComponent
ParseMsg()Barotrauma.Items.Components.ItemComponentvirtual
Pick(Character picker)Barotrauma.Items.Components.Fabricatorvirtual
PickingMsgBarotrauma.Items.Components.ItemComponent
PickingTimeBarotrauma.Items.Components.ItemComponent
PickKeyBarotrauma.Items.Components.ItemComponent
PlaySound(ActionType type, Character user=null)Barotrauma.Items.Components.ItemComponent
PlusOneLerpBarotrauma.Items.Components.Fabricatorstatic
PlusOneQualityBonusThresholdBarotrauma.Items.Components.Fabricatorstatic
PlusOneTargetBarotrauma.Items.Components.Fabricatorstatic
powerConsumptionBarotrauma.Items.Components.Poweredprotected
PowerConsumptionBarotrauma.Items.Components.Powered
Powered(Item item, ContentXElement element)Barotrauma.Items.Components.Powered
PoweredByTinkeringBarotrauma.Items.Components.Powered
PoweredListBarotrauma.Items.Components.Poweredstatic
powerInBarotrauma.Items.Components.Poweredprotected
PriorityBarotrauma.Items.Components.Poweredprotected
QualityResult(int Quality, float PlusOnePercentage, float PlusTwoPercentage)Barotrauma.Items.Components.Fabricator
ReceiveSignal(Signal signal, Connection connection)Barotrauma.Items.Components.ItemComponentvirtual
RecreateGUIOnResolutionChangeBarotrauma.Items.Components.Fabricator
RefreshSelectedItem()Barotrauma.Items.Components.Fabricator
RelativeVoltageBarotrauma.Items.Components.Powered
ReleaseGuiFrame()Barotrauma.Items.Components.ItemComponentprotected
ReloadGuiFrame()Barotrauma.Items.Components.ItemComponentprotected
Remove()Barotrauma.Items.Components.ItemComponent
RemoveComponentSpecific()Barotrauma.Items.Components.Fabricatorprotectedvirtual
RemoveFabricationRecipes(IEnumerable< Identifier > allowedIdentifiers)Barotrauma.Items.Components.Fabricator
removeOnCombinedBarotrauma.Items.Components.ItemComponentprotected
RemoveOnCombinedBarotrauma.Items.Components.ItemComponent
ReplacedByBarotrauma.Items.Components.ItemComponent
requiredItemsBarotrauma.Items.Components.ItemComponent
requiredSkillsBarotrauma.Items.Components.ItemComponent
Reset()Barotrauma.Items.Components.ItemComponentvirtual
Save(XElement parentElement)Barotrauma.Items.Components.Fabricatorvirtual
SecondaryUse(float deltaTime, Character character=null)Barotrauma.Items.Components.ItemComponentvirtual
Select(Character character)Barotrauma.Items.Components.Fabricatorvirtual
SelectedItemBarotrauma.Items.Components.Fabricator
SelectedItemIdentifierBarotrauma.Items.Components.Fabricator
SelectKeyBarotrauma.Items.Components.ItemComponent
SerializablePropertiesBarotrauma.Items.Components.ItemComponent
SetRequiredItems(ContentXElement element, bool allowEmpty=false)Barotrauma.Items.Components.ItemComponent
ShallowRemove()Barotrauma.Items.Components.ItemComponent
ShallowRemoveComponentSpecific()Barotrauma.Items.Components.ItemComponentprotectedvirtual
ShouldDrawHUD(Character character)Barotrauma.Items.Components.ItemComponentvirtual
SkillRequirementMultiplierBarotrauma.Items.Components.Fabricator
SpeedBarotrauma.Items.Components.ItemComponent
StartDelayedCorrection(IReadMessage buffer, float sendingTime, bool waitForMidRoundSync=false)Barotrauma.Items.Components.ItemComponentprotected
statusEffectListsBarotrauma.Items.Components.ItemComponent
StopLoopingSound()Barotrauma.Items.Components.ItemComponent
StopSounds(ActionType type)Barotrauma.Items.Components.ItemComponent
TryCreateDragHandle()Barotrauma.Items.Components.ItemComponentprotected
TryExtractEventData< T >(NetEntityEvent.IData data, out T componentData)Barotrauma.Items.Components.ItemComponentprotected
Unequip(Character character)Barotrauma.Items.Components.ItemComponentvirtual
Update(float deltaTime, Camera cam)Barotrauma.Items.Components.Fabricatorvirtual
UpdateBroken(float deltaTime, Camera cam)Barotrauma.Items.Components.ItemComponentvirtual
UpdateEditing(float deltaTime)Barotrauma.Items.Components.ItemComponentvirtual
UpdateGrids(bool useCache=true)Barotrauma.Items.Components.Poweredstatic
UpdateHUD(Character character, float deltaTime, Camera cam)Barotrauma.Items.Components.ItemComponent
UpdateHUDComponentSpecific(Character character, float deltaTime, Camera cam)Barotrauma.Items.Components.Fabricatorvirtual
UpdateIntervalBarotrauma.Items.Components.Poweredprotectedstatic
UpdateOnActiveEffects(float deltaTime)Barotrauma.Items.Components.Poweredprotected
UpdatePower(float deltaTime)Barotrauma.Items.Components.Poweredstatic
UpdateSounds()Barotrauma.Items.Components.ItemComponent
UpdateWhenInactiveBarotrauma.Items.Components.ItemComponent
Use(float deltaTime, Character character=null)Barotrauma.Items.Components.ItemComponentvirtual
UseAlternativeLayoutBarotrauma.Items.Components.ItemComponent
ValidateEventData(NetEntityEvent.IData data)Barotrauma.Items.Components.ItemComponentvirtual
ValidPowerConnection(Connection conn1, Connection conn2)Barotrauma.Items.Components.Poweredstatic
VoltageBarotrauma.Items.Components.Powered
VulnerableToEMPBarotrauma.Items.Components.Powered
WasUsedBarotrauma.Items.Components.ItemComponent