Barotrauma Client Doc
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Public Types | |
enum class | FunctionType { Round , Ceil , Floor , Factorial , AbsoluteValue , SquareRoot } |
Public Member Functions | |
FunctionComponent (Item item, ContentXElement element) | |
override void | ReceiveSignal (Signal signal, Connection connection) |
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) |
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virtual void | Update (float deltaTime, Camera cam) |
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... | |
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 | Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap) |
virtual void | OnMapLoaded () |
Called when all items have been loaded. Use to initialize connections between items. More... | |
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) |
Properties | |
FunctionType | Function [get, set] |
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, SerializableProperty > | SerializableProperties [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, SerializableProperty > | SerializableProperties [get] |
Definition at line 7 of file FunctionComponent.cs.
Enumerator | |
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Round | |
Ceil | |
Floor | |
Factorial | |
AbsoluteValue | |
SquareRoot |
Definition at line 9 of file FunctionComponent.cs.
Barotrauma.Items.Components.FunctionComponent.FunctionComponent | ( | Item | item, |
ContentXElement | element | ||
) |
Definition at line 25 of file FunctionComponent.cs.
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virtual |
Reimplemented from Barotrauma.Items.Components.ItemComponent.
Definition at line 31 of file FunctionComponent.cs.
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getset |
Definition at line 20 of file FunctionComponent.cs.