Barotrauma Client Doc
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Public Member Functions | |
Powered (Item item, ContentXElement element) | |
override void | Update (float deltaTime, Camera cam) |
override void | OnItemLoaded () |
Called when all the components of the item have been loaded. Use to initialize connections between components and such. More... | |
virtual float | GetCurrentPowerConsumption (Connection connection=null) |
Current power consumption of the device (or amount of generated power if negative) More... | |
virtual PowerRange | MinMaxPowerOut (Connection conn, float load=0) |
Minimum and maximum power the connection can provide More... | |
virtual float | GetConnectionPowerOut (Connection conn, float power, PowerRange minMaxPower, float load) |
Finalize how much power the device will be outputting to the connection More... | |
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... | |
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 | 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 void | ReceiveSignal (Signal signal, Connection connection) |
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 | 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) |
Static Public Member Functions | |
static void | UpdateGrids (bool useCache=true) |
Allocate electrical devices into their grids based on connections More... | |
static void | UpdatePower (float deltaTime) |
Update the power calculations of all devices and grids Updates grids in the order of ConnCurrConsumption - Get load of device/ flag it as an outputting connection – If outputting power – MinMaxPower - Minimum and Maximum power output of the connection for devices to coordinate ConnPowerOut - Final power output based on the sum of the MinMaxPower – Finally – GridResolved - Indicate that a connection's grid has been finished being calculated More... | |
static bool | ValidPowerConnection (Connection conn1, Connection conn2) |
Static Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent | |
static ItemComponent | Load (ContentXElement element, Item item, bool errorMessages=true) |
Static Public Attributes | |
static readonly HashSet< Connection > | ChangedConnections = new HashSet<Connection>() |
static readonly Dictionary< int, GridInfo > | Grids = new Dictionary<int, GridInfo>() |
Protected Member Functions | |
void | UpdateOnActiveEffects (float deltaTime) |
float | GetAvailableInstantaneousBatteryPower () |
Returns the amount of power that can be supplied by batteries directly connected to the item More... | |
IEnumerable< PowerContainer > | GetDirectlyConnectedBatteries () |
override void | RemoveComponentSpecific () |
Protected Member Functions inherited from Barotrauma.Items.Components.ItemComponent | |
virtual void | ShallowRemoveComponentSpecific () |
string | GetTextureDirectory (ContentXElement subElement) |
T | 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 () |
Protected Attributes | |
float | currPowerConsumption |
The amount of power currently consumed by the item. Negative values mean that the item is providing power to connected items More... | |
float | powerConsumption |
The maximum amount of power the item can draw from connected items More... | |
Connection | powerIn |
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 | |
const float | UpdateInterval = (float)Timing.Step |
const float | MaxOverVoltageFactor = 2.0f |
Maximum voltage factor when the device is being overvolted. I.e. how many times more effectively the device can function when it's being overvolted More... | |
Static Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent | |
const float | CorrectionDelay = 1.0f |
const float | AIUpdateInterval = 0.2f |
Properties | |
static IEnumerable< Powered > | PoweredList [get] |
virtual PowerPriority | Priority [get] |
float? | MinVoltage [get, set] |
float | PowerConsumption [get, set] |
override bool | IsActive [get, set] |
float | CurrPowerConsumption [get, set] |
float??? | Voltage [get, set] |
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... | |
bool | PoweredByTinkering [get, set] |
bool | VulnerableToEMP [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] |
Additional Inherited Members | |
Public Attributes inherited from Barotrauma.Items.Components.ItemComponent | |
bool | WasUsed |
readonly Dictionary< ActionType, List< StatusEffect > > | statusEffectLists |
Dictionary< RelatedItem.RelationType, List< RelatedItem > > | requiredItems |
readonly List< RelatedItem > | DisabledRequiredItems = new List<RelatedItem>() |
List< Skill > | requiredSkills |
readonly ContentXElement | originalElement |
Action< bool > | OnActiveStateChanged |
List< PropertyConditional > | IsActiveConditionals |
readonly NamedEvent< ItemUseInfo > | OnUsed = new() |
readonly bool | InheritStatusEffects |
float | IsActiveTimer |
ItemComponent | ReplacedBy |
Definition at line 58 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
Barotrauma.Items.Components.Powered.Powered | ( | Item | item, |
ContentXElement | element | ||
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Definition at line 182 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Returns the amount of power that can be supplied by batteries directly connected to the item
Definition at line 676 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Finalize how much power the device will be outputting to the connection
conn | Connection being queried |
power | Current grid power |
load | Current load on the grid |
Reimplemented in Barotrauma.Items.Components.RelayComponent, Barotrauma.Items.Components.PowerContainer, Barotrauma.Items.Components.PowerTransfer, and Barotrauma.Items.Components.Reactor.
Definition at line 655 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Current power consumption of the device (or amount of generated power if negative)
connection | Connection to calculate power consumption for. |
Reimplemented in Barotrauma.Items.Components.RelayComponent, Barotrauma.Items.Components.PowerContainer, Barotrauma.Items.Components.SonarTransducer, Barotrauma.Items.Components.Sonar, Barotrauma.Items.Components.Reactor, Barotrauma.Items.Components.Pump, Barotrauma.Items.Components.OxygenGenerator, Barotrauma.Items.Components.MiniMap, Barotrauma.Items.Components.Fabricator, Barotrauma.Items.Components.Engine, Barotrauma.Items.Components.Turret, and Barotrauma.Items.Components.ElectricalDischarger.
Definition at line 615 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Definition at line 694 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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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
Reimplemented in Barotrauma.Items.Components.Engine, Barotrauma.Items.Components.RelayComponent, and Barotrauma.Items.Components.PowerContainer.
Definition at line 663 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Minimum and maximum power the connection can provide
conn | Connection being queried about its power capabilities |
load | Load of the connected grid |
Reimplemented in Barotrauma.Items.Components.RelayComponent, Barotrauma.Items.Components.PowerContainer, and Barotrauma.Items.Components.Reactor.
Definition at line 643 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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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.
Reimplemented in Barotrauma.Items.Components.Turret, Barotrauma.Items.Components.RelayComponent, Barotrauma.Items.Components.LightComponent, Barotrauma.Items.Components.PowerTransfer, Barotrauma.Items.Components.PowerContainer, Barotrauma.Items.Components.Sonar, Barotrauma.Items.Components.Reactor, and Barotrauma.Items.Components.Pump.
Definition at line 226 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Reimplemented in Barotrauma.Items.Components.Turret, Barotrauma.Items.Components.PowerTransfer, Barotrauma.Items.Components.Steering, Barotrauma.Items.Components.Sonar, Barotrauma.Items.Components.Reactor, Barotrauma.Items.Components.MiniMap, and Barotrauma.Items.Components.LightComponent.
Definition at line 709 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Reimplemented in Barotrauma.Items.Components.Turret, Barotrauma.Items.Components.RelayComponent, Barotrauma.Items.Components.LightComponent, and Barotrauma.Items.Components.PowerTransfer.
Definition at line 221 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Allocate electrical devices into their grids based on connections
useCache | Use previous grids and change in connections |
Definition at line 292 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Definition at line 191 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Update the power calculations of all devices and grids Updates grids in the order of ConnCurrConsumption - Get load of device/ flag it as an outputting connection – If outputting power – MinMaxPower - Minimum and Maximum power output of the connection for devices to coordinate ConnPowerOut - Final power output based on the sum of the MinMaxPower – Finally – GridResolved - Indicate that a connection's grid has been finished being calculated
Power outputting devices are calculated in stages based on their priority Reactors will output first, followed by relays then batteries.
deltaTime |
Definition at line 422 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Definition at line 665 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Definition at line 72 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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The amount of power currently consumed by the item. Negative values mean that the item is providing power to connected items
Definition at line 79 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Definition at line 74 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Maximum voltage factor when the device is being overvolted. I.e. how many times more effectively the device can function when it's being overvolted
Definition at line 101 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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The maximum amount of power the item can draw from connected items
Definition at line 94 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Definition at line 96 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Definition at line 61 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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getset |
Definition at line 136 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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getset |
Definition at line 122 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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getset |
Definition at line 108 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Definition at line 115 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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getset |
Definition at line 173 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Definition at line 67 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Definition at line 103 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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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
Definition at line 171 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Definition at line 143 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.
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Definition at line 176 of file BarotraumaShared/SharedSource/Items/Components/Power/Powered.cs.