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| PowerTransfer (Item item, ContentXElement element) |
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override void | UpdateBroken (float deltaTime, Camera cam) |
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override void | Update (float deltaTime, Camera cam) |
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override float | GetConnectionPowerOut (Connection conn, float power, PowerRange minMaxPower, float load) |
| Finalize how much power the device will be outputting to the connection More...
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override bool | Pick (Character picker) |
| a Character has picked the item More...
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void | SetAllConnectionsDirty () |
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void | SetConnectionDirty (Connection connection) |
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override void | OnItemLoaded () |
| Called when all the components of the item have been loaded. Use to initialize connections between components and such. More...
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override void | ReceiveSignal (Signal signal, Connection connection) |
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override void | UpdateHUDComponentSpecific (Character character, float deltaTime, Camera cam) |
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| Powered (Item item, ContentXElement element) |
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virtual float | GetCurrentPowerConsumption (Connection connection=null) |
| Current power consumption of the device (or amount of generated power if negative) More...
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virtual PowerRange | MinMaxPowerOut (Connection conn, float load=0) |
| Minimum and maximum power the connection can provide More...
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virtual void | GridResolved (Connection conn) |
| Can be overridden to perform updates for the device after the connected grid has resolved its power calculations, i.e. storing voltage for later updates More...
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readonly record struct | ItemUseInfo (Item Item, Character User) |
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| ItemComponent (Item item, ContentXElement element) |
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void | SetRequiredItems (ContentXElement element, bool allowEmpty=false) |
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virtual void | Move (Vector2 amount, bool ignoreContacts=false) |
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virtual bool | Select (Character character) |
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virtual void | Drop (Character dropper, bool setTransform=true) |
| a Character has dropped the item More...
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virtual bool | CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective) |
| - Returns
- true if the operation was completed
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virtual bool | Use (float deltaTime, Character character=null) |
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virtual bool | SecondaryUse (float deltaTime, Character character=null) |
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virtual void | Equip (Character character) |
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virtual void | Unequip (Character character) |
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virtual bool | Combine (Item item, Character user) |
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void | Remove () |
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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...
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bool | HasRequiredSkills (Character character) |
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bool | HasRequiredSkills (Character character, out Skill insufficientSkill) |
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virtual float | GetSkillMultiplier () |
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float | DegreeOfSuccess (Character character) |
| Returns 0.0f-1.0f based on how well the Character can use the itemcomponent More...
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float | DegreeOfSuccess (Character character, List< Skill > requiredSkills) |
| Returns 0.0f-1.0f based on how well the Character can use the itemcomponent More...
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virtual void | FlipX (bool relativeToSub) |
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virtual void | FlipY (bool relativeToSub) |
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bool | IsEmpty (Character user) |
| Shorthand for !HasRequiredContainedItems() More...
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bool | HasRequiredContainedItems (Character user, bool addMessage, LocalizedString msg=null) |
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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...
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virtual bool | HasRequiredItems (Character character, bool addMessage, LocalizedString msg=null) |
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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) |
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virtual void | Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap) |
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virtual void | OnMapLoaded () |
| Called when all items have been loaded. Use to initialize connections between items. More...
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virtual void | OnScaleChanged () |
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virtual void | OnInventoryChanged () |
| Called when the item has an ItemContainer and the contents inside of it changed. More...
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virtual XElement | Save (XElement parentElement) |
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virtual void | Reset () |
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virtual void | ParseMsg () |
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virtual bool | ValidateEventData (NetEntityEvent.IData data) |
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ItemComponent | GetReplacementOrThis () |
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bool | NeedsSoundUpdate () |
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void | UpdateSounds () |
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void | PlaySound (ActionType type, Character user=null) |
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void | StopLoopingSound () |
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void | StopSounds (ActionType type) |
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virtual bool | ShouldDrawHUD (Character character) |
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ItemComponent | GetLinkUIToComponent () |
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virtual void | DrawHUD (SpriteBatch spriteBatch, Character character) |
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virtual void | AddToGUIUpdateList (int order=0) |
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void | UpdateHUD (Character character, float deltaTime, Camera cam) |
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virtual void | UpdateEditing (float deltaTime) |
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virtual void | CreateEditingHUD (SerializableEntityEditor editor) |
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virtual void | OnPlayerSkillsChanged () |
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virtual void | AddTooltipInfo (ref LocalizedString name, ref LocalizedString description) |
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void | RefreshConnections () |
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override void | RemoveComponentSpecific () |
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void | UpdateOnActiveEffects (float deltaTime) |
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float | GetAvailableInstantaneousBatteryPower () |
| Returns the amount of power that can be supplied by batteries directly connected to the item More...
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IEnumerable< PowerContainer > | GetDirectlyConnectedBatteries () |
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virtual void | ShallowRemoveComponentSpecific () |
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string | GetTextureDirectory (ContentXElement subElement) |
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T | ExtractEventData< T > (NetEntityEvent.IData data) |
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bool | TryExtractEventData< T > (NetEntityEvent.IData data, out T componentData) |
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AIObjectiveContainItem | AIContainItems< T > (ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false) |
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void | ReleaseGuiFrame () |
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void | ReloadGuiFrame () |
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void | TryCreateDragHandle () |
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virtual void | CreateGUI () |
| Overload this method and implement. The method is automatically called when the resolution changes. More...
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void | StartDelayedCorrection (IReadMessage buffer, float sendingTime, bool waitForMidRoundSync=false) |
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void | OnGUIParentChanged (RectTransform newParent) |
| Launches when the parent of the GuiFrame is changed. More...
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virtual void | OnResolutionChanged () |
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List< Connection > | PowerConnections [get] |
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float | PowerLoad [get, set] |
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bool | CanBeOverloaded [get, set] |
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float | OverloadVoltage [get, set] |
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float | FireProbability [get, set] |
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bool | Overload [get, set] |
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float | ExtraLoad [get, set] |
| Additional load coming from somewhere else than the devices connected to the junction box (e.g. ballast flora or piezo crystals). Goes back to zero automatically if you stop setting the value. More...
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bool | CanTransfer [get, set] |
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override bool | IsActive [get, set] |
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static IEnumerable< Powered > | PoweredList [get] |
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virtual PowerPriority | Priority [get] |
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float? | MinVoltage [get, set] |
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float | PowerConsumption [get, set] |
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override bool | IsActive [get, set] |
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float | CurrPowerConsumption [get, set] |
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float??? | Voltage [get, set] |
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float | RelativeVoltage [get] |
| Essentially Voltage / MinVoltage (= how much of the minimum required voltage has been satisfied), clamped between 0 and 1. Can be used by status effects or sounds to check if the item has enough power to run More...
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bool | PoweredByTinkering [get, set] |
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bool | VulnerableToEMP [get, set] |
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ItemComponent | Parent [get, set] |
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bool | InheritParentIsActive [get, set] |
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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...
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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...
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float | PickingTime [get, set] |
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string | PickingMsg [get, set] |
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Dictionary< Identifier, SerializableProperty > | SerializableProperties [get, protected set] |
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virtual bool? | IsActive [get, set] |
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PropertyConditional.LogicalOperatorType | IsActiveConditionalComparison [get, set] |
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bool | Drawable [get, set] |
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bool | CanBePicked [get, set] |
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bool | DrawHudWhenEquipped [get, protected set] |
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bool | LockGuiFramePosition [get, set] |
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Point | GuiFrameOffset [get, set] |
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bool | CanBeSelected [get, set] |
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bool | CanBeCombined [get, set] |
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bool | RemoveOnCombined [get, set] |
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bool | CharacterUsable [get, set] |
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bool | AllowInGameEditing [get, set] |
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InputType | PickKey [get, protected set] |
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InputType | SelectKey [get, protected set] |
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bool | DeleteOnUse [get, set] |
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Item | Item [get] |
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string | Name [get] |
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string | Msg [get, set] |
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LocalizedString | DisplayMsg [get, set] |
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float | CombatPriority [get] |
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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...
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float | Speed [get] |
| Can be used by status effects or conditionals to the speed of the item More...
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virtual bool | UpdateWhenInactive [get] |
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bool | HasSounds [get] |
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bool[] | HasSoundsOfType [get] |
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virtual bool | RecreateGUIOnResolutionChange [get] |
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GUILayoutSettings | DefaultLayout [get, protected set] |
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GUILayoutSettings | AlternativeLayout [get, protected set] |
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GUIFrame | GuiFrame [get, set] |
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bool | AllowUIOverlap [get, set] |
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string | LinkUIToComponent [get, set] |
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int | HudPriority [get] |
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int | HudLayer [get] |
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bool?? | UseAlternativeLayout [get, set] |
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string | Name [get] |
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Dictionary< Identifier, SerializableProperty > | SerializableProperties [get] |
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