Barotrauma Client Doc
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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) |
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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< 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 |
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) |
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 () |
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, 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] |
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 |
Definition at line 12 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Enumerator | |
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None | |
Repair | |
Sabotage | |
Tinker |
Definition at line 150 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
Barotrauma.Items.Components.Repairable.Repairable | ( | Item | item, |
ContentXElement | element | ||
) |
Definition at line 165 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
void Barotrauma.Items.Components.Repairable.AdjustPowerConsumption | ( | ref float | powerConsumption | ) |
Definition at line 618 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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.
void Barotrauma.Items.Components.Repairable.ClientEventRead | ( | IReadMessage | msg, |
float | sendingTime | ||
) |
Implements Barotrauma.Networking.IServerSerializable.
Definition at line 437 of file BarotraumaClient/ClientSource/Items/Components/Repairable.cs.
void Barotrauma.Items.Components.Repairable.ClientEventWrite | ( | IWriteMessage | msg, |
NetEntityEvent.IData | extraData = null |
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) |
Implements Barotrauma.Networking.IClientSerializable.
Definition at line 459 of file BarotraumaClient/ClientSource/Items/Components/Repairable.cs.
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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.
void Barotrauma.Items.Components.Repairable.Draw | ( | SpriteBatch | spriteBatch, |
bool | editing, | ||
float | itemDepth = -1 , |
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Color? | overrideColor = null |
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Implements Barotrauma.Items.Components.IDrawableComponent.
Definition at line 376 of file BarotraumaClient/ClientSource/Items/Components/Repairable.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Definition at line 303 of file BarotraumaClient/ClientSource/Items/Components/Repairable.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Definition at line 233 of file BarotraumaShared/SharedSource/Items/Components/Repairable.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.
Definition at line 192 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Definition at line 708 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Definition at line 406 of file BarotraumaClient/ClientSource/Items/Components/Repairable.cs.
void Barotrauma.Items.Components.Repairable.RepairBoost | ( | bool | qteSuccess | ) |
Definition at line 249 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
float Barotrauma.Items.Components.Repairable.RepairDegreeOfSuccess | ( | Character | character, |
List< Skill > | skills | ||
) |
Definition at line 238 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
void Barotrauma.Items.Components.Repairable.ResetDeterioration | ( | ) |
Definition at line 378 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Definition at line 61 of file BarotraumaClient/ClientSource/Items/Components/Repairable.cs.
bool Barotrauma.Items.Components.Repairable.StartRepairing | ( | Character | character, |
FixActions | action | ||
) |
Definition at line 265 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
bool Barotrauma.Items.Components.Repairable.StopRepairing | ( | Character | character | ) |
Definition at line 334 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Definition at line 388 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Reimplemented from Barotrauma.Items.Components.ItemComponent.
Definition at line 373 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
float Barotrauma.Items.Components.Repairable.FakeBrokenTimer |
Definition at line 46 of file BarotraumaClient/ClientSource/Items/Components/Repairable.cs.
float Barotrauma.Items.Components.Repairable.LastActiveTime |
Definition at line 32 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 136 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 159 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 49 of file BarotraumaClient/ClientSource/Items/Components/Repairable.cs.
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Definition at line 35 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 55 of file BarotraumaClient/ClientSource/Items/Components/Repairable.cs.
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Definition at line 91 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 84 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 17 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 148 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 147 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 117 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 49 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 56 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 42 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 63 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 13 of file BarotraumaClient/ClientSource/Items/Components/Repairable.cs.
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Definition at line 77 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 15 of file BarotraumaClient/ClientSource/Items/Components/Repairable.cs.
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Definition at line 70 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 100 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 17 of file BarotraumaClient/ClientSource/Items/Components/Repairable.cs.
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Definition at line 145 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.
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Definition at line 142 of file BarotraumaShared/SharedSource/Items/Components/Repairable.cs.