Barotrauma Client Doc
Barotrauma.Items.Components.Wearable Class Reference
Inheritance diagram for Barotrauma.Items.Components.Wearable:
Barotrauma.Items.Components.Pickable Barotrauma.Networking.IServerSerializable Barotrauma.Items.Components.Pickable Barotrauma.Networking.IServerSerializable Barotrauma.Items.Components.ItemComponent Barotrauma.Networking.IServerSerializable Barotrauma.Networking.INetSerializable Barotrauma.Items.Components.ItemComponent Barotrauma.Networking.IServerSerializable Barotrauma.Networking.INetSerializable Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.Networking.INetSerializable Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.Networking.INetSerializable

Public Member Functions

 Wearable (Item item, ContentXElement element)
 
override void Equip (Character character)
 
override void Drop (Character dropper, bool setTransform=true)
 a Character has dropped the item More...
 
override void Unequip (Character character)
 
override void UpdateBroken (float deltaTime, Camera cam)
 
override void Update (float deltaTime, Camera cam)
 
override XElement Save (XElement parentElement)
 
override void Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)
 
override void OnItemLoaded ()
 Called when all the components of the item have been loaded. Use to initialize connections between components and such. More...
 
override void ServerEventWrite (IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null)
 
override void ClientEventRead (IReadMessage msg, float sendingTime)
 
override void AddTooltipInfo (ref LocalizedString name, ref LocalizedString description)
 
- Public Member Functions inherited from Barotrauma.Items.Components.Pickable
 Pickable (Item item, ContentXElement element)
 
override bool Pick (Character picker)
 a Character has picked the item More...
 
virtual bool OnPicked (Character picker)
 
virtual bool OnPicked (Character picker, bool pickDroppedStack)
 
- 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 Select (Character character)
 
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 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 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 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 ()
 

Static Public Member Functions

static void AddTooltipInfo (IReadOnlyList< DamageModifier > damageModifiers, IReadOnlyDictionary< Identifier, float > skillModifiers, ref LocalizedString description)
 
- Static Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
static ItemComponent Load (ContentXElement element, Item item, bool errorMessages=true)
 

Public Attributes

readonly Dictionary< Identifier, float > SkillModifiers
 
readonly Dictionary< StatTypes, float > WearableStatValues = new Dictionary<StatTypes, float>()
 
readonly int Variants
 
- 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 RemoveComponentSpecific ()
 
- Protected Member Functions inherited from Barotrauma.Items.Components.Pickable
void StopPicking (Character picker)
 
void DropConnectedWires (Character character)
 
- 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 ()
 
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 ()
 

Properties

IEnumerable< DamageModifierDamageModifiers [get]
 
bool AutoEquipWhenFull [get]
 
bool DisplayContainedStatus [get]
 
bool AllowUseWhenWorn [get, set]
 
int?? Variant [get, set]
 
- Properties inherited from Barotrauma.Items.Components.Pickable
virtual bool IsAttached [get]
 
List< InvSlotTypeAllowedSlots [get]
 
bool PickingDone [get]
 
Character Picker [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]
 

Additional Inherited Members

- Protected Attributes inherited from Barotrauma.Items.Components.Pickable
Character picker
 
List< InvSlotTypeallowedSlots
 
- 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

Constructor & Destructor Documentation

◆ Wearable()

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

Member Function Documentation

◆ AddTooltipInfo() [1/2]

static void Barotrauma.Items.Components.Wearable.AddTooltipInfo ( IReadOnlyList< DamageModifier damageModifiers,
IReadOnlyDictionary< Identifier, float >  skillModifiers,
ref LocalizedString  description 
)
static

◆ AddTooltipInfo() [2/2]

override void Barotrauma.Items.Components.Wearable.AddTooltipInfo ( ref LocalizedString  name,
ref LocalizedString  description 
)
virtual

◆ ClientEventRead()

override void Barotrauma.Items.Components.Wearable.ClientEventRead ( IReadMessage  msg,
float  sendingTime 
)
virtual

◆ Drop()

override void Barotrauma.Items.Components.Wearable.Drop ( Character  dropper,
bool  setTransform = true 
)
virtual

a Character has dropped the item

Reimplemented from Barotrauma.Items.Components.Pickable.

Definition at line 490 of file BarotraumaShared/SharedSource/Items/Components/Wearable.cs.

◆ Equip()

override void Barotrauma.Items.Components.Wearable.Equip ( Character  character)
virtual

◆ Load()

override void Barotrauma.Items.Components.Wearable.Load ( ContentXElement  componentElement,
bool  usePrefabValues,
IdRemap  idRemap 
)
virtual

◆ OnItemLoaded()

override void Barotrauma.Items.Components.Wearable.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 579 of file BarotraumaShared/SharedSource/Items/Components/Wearable.cs.

◆ RemoveComponentSpecific()

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

◆ Save()

override XElement Barotrauma.Items.Components.Wearable.Save ( XElement  parentElement)
virtual

◆ ServerEventWrite()

override void Barotrauma.Items.Components.Wearable.ServerEventWrite ( IWriteMessage  msg,
Client  c,
NetEntityEvent.IData  extraData = null 
)
virtual

◆ Unequip()

override void Barotrauma.Items.Components.Wearable.Unequip ( Character  character)
virtual

◆ Update()

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

◆ UpdateBroken()

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

Member Data Documentation

◆ SkillModifiers

readonly Dictionary<Identifier, float> Barotrauma.Items.Components.Wearable.SkillModifiers

◆ Variants

readonly int Barotrauma.Items.Components.Wearable.Variants

◆ WearableStatValues

readonly Dictionary<StatTypes, float> Barotrauma.Items.Components.Wearable.WearableStatValues = new Dictionary<StatTypes, float>()

Property Documentation

◆ AllowUseWhenWorn

bool Barotrauma.Items.Components.Wearable.AllowUseWhenWorn
getset

◆ AutoEquipWhenFull

bool Barotrauma.Items.Components.Wearable.AutoEquipWhenFull
get

◆ DamageModifiers

IEnumerable<DamageModifier> Barotrauma.Items.Components.Wearable.DamageModifiers
get

◆ DisplayContainedStatus

bool Barotrauma.Items.Components.Wearable.DisplayContainedStatus
get

◆ Variant

int?? Barotrauma.Items.Components.Wearable.Variant
getset