Barotrauma Client Doc
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Public Member Functions | |
RangedWeapon (Item item, ContentXElement element) | |
override void | Equip (Character character) |
override void | Update (float deltaTime, Camera cam) |
override bool | Use (float deltaTime, Character character=null) |
override bool | SecondaryUse (float deltaTime, Character character=null) |
Projectile | FindProjectile (bool triggerOnUseOnContainers=false) |
override void | UpdateHUDComponentSpecific (Character character, float deltaTime, Camera cam) |
override void | DrawHUD (SpriteBatch spriteBatch, Character character) |
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 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 | 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 | AddToGUIUpdateList (int order=0) |
void | UpdateHUD (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) |
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 | |
Sprite | crosshairSprite |
Vector2 | crosshairPos |
float | currentCrossHairScale |
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 |
Properties | |
float | ReloadTimer [get] |
string | BarrelPos [get, set] |
float | Reload [get, set] |
float | ReloadSkillRequirement [get, set] |
float | ReloadNoSkill [get, set] |
bool | HoldTrigger [get, set] |
int | ProjectileCount [get, set] |
float | Spread [get, set] |
float | UnskilledSpread [get, set] |
float | LaunchImpulse [get, set] |
float | Penetration [get] |
float | WeaponDamageModifier [get] |
float | MaxChargeTime [get] |
Vector2? | TransformedBarrelPos [get] |
Projectile | LastProjectile [get] |
float | CrossHairScale [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, 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 | |
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< 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 |
Static Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent | |
const float | CorrectionDelay = 1.0f |
const float | AIUpdateInterval = 0.2f |
Definition at line 12 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
Barotrauma.Items.Components.RangedWeapon.RangedWeapon | ( | Item | item, |
ContentXElement | element | ||
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Definition at line 127 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Reimplemented in Barotrauma.Items.Components.Sprayer.
Definition at line 141 of file BarotraumaClient/ClientSource/Items/Components/Holdable/RangedWeapon.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Definition at line 145 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
Projectile Barotrauma.Items.Components.RangedWeapon.FindProjectile | ( | bool | triggerOnUseOnContainers = false | ) |
Definition at line 298 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Definition at line 178 of file BarotraumaClient/ClientSource/Items/Components/Holdable/RangedWeapon.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Definition at line 293 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Definition at line 152 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Reimplemented in Barotrauma.Items.Components.Sprayer.
Definition at line 63 of file BarotraumaClient/ClientSource/Items/Components/Holdable/RangedWeapon.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Reimplemented in Barotrauma.Items.Components.Sprayer.
Definition at line 201 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 16 of file BarotraumaClient/ClientSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 14 of file BarotraumaClient/ClientSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 18 of file BarotraumaClient/ClientSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 20 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 27 of file BarotraumaClient/ClientSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 48 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 122 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 76 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 93 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 83 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 55 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 27 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 41 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 34 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 15 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 62 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 110 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 69 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.
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Definition at line 86 of file BarotraumaShared/SharedSource/Items/Components/Holdable/RangedWeapon.cs.