Barotrauma Client Doc
Barotrauma.Items.Components.Repairable Class Reference
Inheritance diagram for Barotrauma.Items.Components.Repairable:
Barotrauma.Items.Components.ItemComponent Barotrauma.Networking.IServerSerializable Barotrauma.Networking.IClientSerializable Barotrauma.Items.Components.ItemComponent Barotrauma.Items.Components.IDrawableComponent Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.Networking.INetSerializable Barotrauma.Networking.INetSerializable Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity

Public Types

enum class  FixActions : int { None = 0 , Repair = 1 , Sabotage = 2 , Tinker = 3 }
 

Public Member Functions

 Repairable (Item item, ContentXElement element)
 
override void OnItemLoaded ()
 Called when all the components of the item have been loaded. Use to initialize connections between components and such. More...
 
bool CheckCharacterSuccess (Character character, Item bestRepairItem)
 Check if the character manages to succesfully repair the item More...
 
override float GetSkillMultiplier ()
 
float RepairDegreeOfSuccess (Character character, List< Skill > skills)
 
void RepairBoost (bool qteSuccess)
 
bool StartRepairing (Character character, FixActions action)
 
bool StopRepairing (Character character)
 
override void UpdateBroken (float deltaTime, Camera cam)
 
void ResetDeterioration ()
 
override void Update (float deltaTime, Camera cam)
 
void AdjustPowerConsumption (ref float powerConsumption)
 
override void ReceiveSignal (Signal signal, Connection connection)
 
override bool ShouldDrawHUD (Character character)
 
override void DrawHUD (SpriteBatch spriteBatch, Character character)
 
void Draw (SpriteBatch spriteBatch, bool editing, float itemDepth=-1, Color? overrideColor=null)
 
void ClientEventRead (IReadMessage msg, float sendingTime)
 
void ClientEventWrite (IWriteMessage msg, NetEntityEvent.IData extraData=null)
 
- 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)
 
Returns
true if the operation was completed
More...
 
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)
 
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)
 
ItemComponent GetLinkUIToComponent ()
 
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)
 

Public Attributes

float LastActiveTime
 
float FakeBrokenTimer
 
- Public Attributes inherited from Barotrauma.Items.Components.ItemComponent
bool WasUsed
 
readonly Dictionary< ActionType, List< StatusEffect > > statusEffectLists
 
Dictionary< RelatedItem.RelationType, List< RelatedItem > > requiredItems
 
readonly List< RelatedItemDisabledRequiredItems = new List<RelatedItem>()
 
List< SkillrequiredSkills
 
readonly ContentXElement originalElement
 
Action< bool > OnActiveStateChanged
 
List< PropertyConditionalIsActiveConditionals
 
readonly NamedEvent< ItemUseInfoOnUsed = new()
 
readonly bool InheritStatusEffects
 
float IsActiveTimer
 
ItemComponent ReplacedBy
 

Protected Member Functions

override void CreateGUI ()
 Overload this method and implement. The method is automatically called when the resolution changes. More...
 
override void RemoveComponentSpecific ()
 
- Protected Member Functions inherited from Barotrauma.Items.Components.ItemComponent
virtual void ShallowRemoveComponentSpecific ()
 
string GetTextureDirectory (ContentXElement subElement)
 
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 ()
 
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 ()
 

Properties

float ForceDeteriorationTimer [get]
 
float DeteriorationSpeed [get, set]
 
float MinDeteriorationDelay [get, set]
 
float MaxDeteriorationDelay [get, set]
 
float MinDeteriorationCondition [get, set]
 
float MinSabotageCondition [get, set]
 
float SabotageDeteriorationDuration [get, set]
 
float RepairThreshold [get, set]
 
float FixDurationLowSkill [get, set]
 
float FixDurationHighSkill [get, set]
 
float SkillRequirementMultiplier [get, set]
 
bool IsTinkering [get]
 
Character CurrentFixer [get]
 
float TinkeringStrength [get]
 
bool TinkeringPowersDevices [get]
 
bool IsBelowRepairThreshold [get]
 
bool IsBelowRepairIconThreshold [get]
 
FixActions CurrentFixerAction [get]
 
GUIButton RepairButton [get]
 
GUIButton SabotageButton [get]
 
GUIButton TinkerButton [get]
 
string Description [get, set]
 
Vector2 DrawSize [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, SerializablePropertySerializableProperties [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, SerializablePropertySerializableProperties [get]
 
- Properties inherited from Barotrauma.Items.Components.IDrawableComponent
Vector2 DrawSize [get]
 The extents of the sprites or other graphics this component needs to draw. Used to determine which items are visible on the screen. More...
 

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
static ItemComponent Load (ContentXElement element, Item item, bool errorMessages=true)
 
- 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 inherited from Barotrauma.Items.Components.ItemComponent
const float CorrectionDelay = 1.0f
 
const float AIUpdateInterval = 0.2f
 

Detailed Description

Member Enumeration Documentation

◆ FixActions

Enumerator
None 
Repair 
Sabotage 
Tinker 

Definition at line 150 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.

Constructor & Destructor Documentation

◆ Repairable()

Barotrauma.Items.Components.Repairable.Repairable ( Item  item,
ContentXElement  element 
)

Member Function Documentation

◆ AdjustPowerConsumption()

void Barotrauma.Items.Components.Repairable.AdjustPowerConsumption ( ref float  powerConsumption)

◆ CheckCharacterSuccess()

bool Barotrauma.Items.Components.Repairable.CheckCharacterSuccess ( Character  character,
Item  bestRepairItem 
)

Check if the character manages to succesfully repair the item

Definition at line 202 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.

◆ ClientEventRead()

void Barotrauma.Items.Components.Repairable.ClientEventRead ( IReadMessage  msg,
float  sendingTime 
)

◆ ClientEventWrite()

void Barotrauma.Items.Components.Repairable.ClientEventWrite ( IWriteMessage  msg,
NetEntityEvent.IData  extraData = null 
)

◆ CreateGUI()

override void Barotrauma.Items.Components.Repairable.CreateGUI ( )
protectedvirtual

Overload this method and implement. The method is automatically called when the resolution changes.

Reimplemented from Barotrauma.Items.Components.ItemComponent.

Definition at line 120 of file BarotraumaClient/ClientSource/Items/Components/Repairable.cs.

◆ Draw()

void Barotrauma.Items.Components.Repairable.Draw ( SpriteBatch  spriteBatch,
bool  editing,
float  itemDepth = -1,
Color?  overrideColor = null 
)

◆ DrawHUD()

override void Barotrauma.Items.Components.Repairable.DrawHUD ( SpriteBatch  spriteBatch,
Character  character 
)
virtual

◆ GetSkillMultiplier()

override float Barotrauma.Items.Components.Repairable.GetSkillMultiplier ( )
virtual

◆ OnItemLoaded()

override void Barotrauma.Items.Components.Repairable.OnItemLoaded ( )
virtual

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.

Definition at line 192 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.

◆ ReceiveSignal()

override void Barotrauma.Items.Components.Repairable.ReceiveSignal ( Signal  signal,
Connection  connection 
)
virtual

◆ RemoveComponentSpecific()

override void Barotrauma.Items.Components.Repairable.RemoveComponentSpecific ( )
protectedvirtual

◆ RepairBoost()

void Barotrauma.Items.Components.Repairable.RepairBoost ( bool  qteSuccess)

◆ RepairDegreeOfSuccess()

float Barotrauma.Items.Components.Repairable.RepairDegreeOfSuccess ( Character  character,
List< Skill skills 
)

◆ ResetDeterioration()

void Barotrauma.Items.Components.Repairable.ResetDeterioration ( )

◆ ShouldDrawHUD()

override bool Barotrauma.Items.Components.Repairable.ShouldDrawHUD ( Character  character)
virtual

◆ StartRepairing()

bool Barotrauma.Items.Components.Repairable.StartRepairing ( Character  character,
FixActions  action 
)

◆ StopRepairing()

bool Barotrauma.Items.Components.Repairable.StopRepairing ( Character  character)

◆ Update()

override void Barotrauma.Items.Components.Repairable.Update ( float  deltaTime,
Camera  cam 
)
virtual

◆ UpdateBroken()

override void Barotrauma.Items.Components.Repairable.UpdateBroken ( float  deltaTime,
Camera  cam 
)
virtual

Member Data Documentation

◆ FakeBrokenTimer

float Barotrauma.Items.Components.Repairable.FakeBrokenTimer

◆ LastActiveTime

float Barotrauma.Items.Components.Repairable.LastActiveTime

Property Documentation

◆ CurrentFixer

Character Barotrauma.Items.Components.Repairable.CurrentFixer
get

◆ CurrentFixerAction

FixActions Barotrauma.Items.Components.Repairable.CurrentFixerAction
get

◆ Description

string Barotrauma.Items.Components.Repairable.Description
getset

◆ DeteriorationSpeed

float Barotrauma.Items.Components.Repairable.DeteriorationSpeed
getset

◆ DrawSize

Vector2 Barotrauma.Items.Components.Repairable.DrawSize
get

◆ FixDurationHighSkill

float Barotrauma.Items.Components.Repairable.FixDurationHighSkill
getset

◆ FixDurationLowSkill

float Barotrauma.Items.Components.Repairable.FixDurationLowSkill
getset

◆ ForceDeteriorationTimer

float Barotrauma.Items.Components.Repairable.ForceDeteriorationTimer
get

◆ IsBelowRepairIconThreshold

bool Barotrauma.Items.Components.Repairable.IsBelowRepairIconThreshold
get

◆ IsBelowRepairThreshold

bool Barotrauma.Items.Components.Repairable.IsBelowRepairThreshold
get

◆ IsTinkering

bool Barotrauma.Items.Components.Repairable.IsTinkering
get

◆ MaxDeteriorationDelay

float Barotrauma.Items.Components.Repairable.MaxDeteriorationDelay
getset

◆ MinDeteriorationCondition

float Barotrauma.Items.Components.Repairable.MinDeteriorationCondition
getset

◆ MinDeteriorationDelay

float Barotrauma.Items.Components.Repairable.MinDeteriorationDelay
getset

◆ MinSabotageCondition

float Barotrauma.Items.Components.Repairable.MinSabotageCondition
getset

◆ RepairButton

GUIButton Barotrauma.Items.Components.Repairable.RepairButton
get

◆ RepairThreshold

float Barotrauma.Items.Components.Repairable.RepairThreshold
getset

◆ SabotageButton

GUIButton Barotrauma.Items.Components.Repairable.SabotageButton
get

◆ SabotageDeteriorationDuration

float Barotrauma.Items.Components.Repairable.SabotageDeteriorationDuration
getset

◆ SkillRequirementMultiplier

float Barotrauma.Items.Components.Repairable.SkillRequirementMultiplier
getset

◆ TinkerButton

GUIButton Barotrauma.Items.Components.Repairable.TinkerButton
get

◆ TinkeringPowersDevices

bool Barotrauma.Items.Components.Repairable.TinkeringPowersDevices
get

◆ TinkeringStrength

float Barotrauma.Items.Components.Repairable.TinkeringStrength
get