Barotrauma Client Doc
Barotrauma.Items.Components.Wire Member List

This is the complete list of members for Barotrauma.Items.Components.Wire, including all inherited members.

AddToGUIUpdateList(int order=0)Barotrauma.Items.Components.ItemComponentvirtual
AddTooltipInfo(ref LocalizedString name, ref LocalizedString description)Barotrauma.Items.Components.ItemComponentvirtual
AIContainItems< T >(ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false)Barotrauma.Items.Components.ItemComponentprotected
AIUpdateIntervalBarotrauma.Items.Components.ItemComponentprotectedstatic
aiUpdateTimerBarotrauma.Items.Components.ItemComponentprotected
AllowInGameEditingBarotrauma.Items.Components.ItemComponent
AllowUIOverlapBarotrauma.Items.Components.ItemComponent
AlternativeLayoutBarotrauma.Items.Components.ItemComponent
ApplyStatusEffects(ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float afflictionMultiplier=1.0f)Barotrauma.Items.Components.ItemComponent
canBeCombinedBarotrauma.Items.Components.ItemComponentprotected
CanBeCombinedBarotrauma.Items.Components.ItemComponent
canBePickedBarotrauma.Items.Components.ItemComponentprotected
CanBePickedBarotrauma.Items.Components.ItemComponent
canBeSelectedBarotrauma.Items.Components.ItemComponentprotected
CanBeSelectedBarotrauma.Items.Components.ItemComponent
characterUsableBarotrauma.Items.Components.ItemComponentprotected
CharacterUsableBarotrauma.Items.Components.ItemComponent
ClearConnections(Character user=null)Barotrauma.Items.Components.Wire
ClientEventRead(IReadMessage msg, float sendingTime)Barotrauma.Items.Components.Wire
ClientEventWrite(IWriteMessage msg, NetEntityEvent.IData extraData=null)Barotrauma.Items.Components.Wire
CombatPriorityBarotrauma.Items.Components.ItemComponent
Combine(Item item, Character user)Barotrauma.Items.Components.ItemComponentvirtual
Connect(Connection newConnection, int connectionIndex, bool addNode=true, bool sendNetworkEvent=false)Barotrauma.Items.Components.Wire
ConnectionsBarotrauma.Items.Components.Wire
CorrectionDelayBarotrauma.Items.Components.ItemComponentprotectedstatic
correctionTimerBarotrauma.Items.Components.ItemComponentprotected
CreateEditingHUD(SerializableEntityEditor editor)Barotrauma.Items.Components.ItemComponentvirtual
CreateGUI()Barotrauma.Items.Components.ItemComponentprotectedvirtual
CrewAIOperate(float deltaTime, Character character, AIObjectiveOperateItem objective)Barotrauma.Items.Components.ItemComponentvirtual
DebugDraw(SpriteBatch spriteBatch, float alpha=1.0f)Barotrauma.Items.Components.Wire
DefaultLayoutBarotrauma.Items.Components.ItemComponent
DegreeOfSuccess(Character character)Barotrauma.Items.Components.ItemComponent
DegreeOfSuccess(Character character, List< Skill > requiredSkills)Barotrauma.Items.Components.ItemComponent
delayedCorrectionCoroutineBarotrauma.Items.Components.ItemComponentprotected
DeleteOnUseBarotrauma.Items.Components.ItemComponent
DisabledRequiredItemsBarotrauma.Items.Components.ItemComponent
DisallowSellingItemsFromContainerBarotrauma.Items.Components.ItemComponent
DisplayMsgBarotrauma.Items.Components.ItemComponent
DontTransferInventoryBetweenSubsBarotrauma.Items.Components.ItemComponent
DraggingWireBarotrauma.Items.Components.Wirestatic
Draw(SpriteBatch spriteBatch, bool editing, float itemDepth=-1, Color? overrideColor=null)Barotrauma.Items.Components.Wire
Draw(SpriteBatch spriteBatch, bool editing, Vector2 offset, float itemDepth=-1, Color? overrideColor=null)Barotrauma.Items.Components.Wire
DrawableBarotrauma.Items.Components.ItemComponent
DrawHUD(SpriteBatch spriteBatch, Character character)Barotrauma.Items.Components.ItemComponentvirtual
DrawHudWhenEquippedBarotrauma.Items.Components.ItemComponent
DrawSizeBarotrauma.Items.Components.Wire
Drop(Character dropper, bool setTransform=true)Barotrauma.Items.Components.Wirevirtual
DropOnConnectBarotrauma.Items.Components.Wire
editorHighlightColorBarotrauma.Items.Components.Wirestatic
editorSelectedColorBarotrauma.Items.Components.Wirestatic
Equip(Character character)Barotrauma.Items.Components.Wirevirtual
ExtractEventData< T >(NetEntityEvent.IData data)Barotrauma.Items.Components.ItemComponentprotected
ExtractNodes(XElement element)Barotrauma.Items.Components.Wirestatic
ExtractWireSprite(ContentXElement element)Barotrauma.Items.Components.Wirestatic
FixNodeEnds()Barotrauma.Items.Components.Wire
FlipX(bool relativeToSub)Barotrauma.Items.Components.Wirevirtual
FlipY(bool relativeToSub)Barotrauma.Items.Components.Wirevirtual
GetLinkUIToComponent()Barotrauma.Items.Components.ItemComponent
GetNodes()Barotrauma.Items.Components.Wire
GetReplacementOrThis()Barotrauma.Items.Components.ItemComponent
GetSkillMultiplier()Barotrauma.Items.Components.ItemComponentvirtual
GetTextureDirectory(ContentXElement subElement)Barotrauma.Items.Components.ItemComponentprotected
GuiFrameBarotrauma.Items.Components.ItemComponent
GuiFrameOffsetBarotrauma.Items.Components.ItemComponent
HasAccess(Character character)Barotrauma.Items.Components.ItemComponentvirtual
HasRequiredContainedItems(Character user, bool addMessage, LocalizedString msg=null)Barotrauma.Items.Components.ItemComponent
HasRequiredItems(Character character, bool addMessage, LocalizedString msg=null)Barotrauma.Items.Components.ItemComponentvirtual
HasRequiredSkills(Character character)Barotrauma.Items.Components.ItemComponent
HasRequiredSkills(Character character, out Skill insufficientSkill)Barotrauma.Items.Components.ItemComponent
HasSoundsBarotrauma.Items.Components.ItemComponent
HasSoundsOfTypeBarotrauma.Items.Components.ItemComponent
HiddenBarotrauma.Items.Components.Wire
HiddenInGameBarotrauma.Items.Components.Wire
higlightColorBarotrauma.Items.Components.Wirestatic
HudLayerBarotrauma.Items.Components.ItemComponent
HudPriorityBarotrauma.Items.Components.ItemComponent
InheritParentIsActiveBarotrauma.Items.Components.ItemComponent
InheritStatusEffectsBarotrauma.Items.Components.ItemComponent
IsActiveBarotrauma.Items.Components.ItemComponent
IsActiveConditionalComparisonBarotrauma.Items.Components.ItemComponent
IsActiveConditionalsBarotrauma.Items.Components.ItemComponent
IsActiveTimerBarotrauma.Items.Components.ItemComponent
IsConnectedTo(Item item)Barotrauma.Items.Components.Wire
IsEmpty(Character user)Barotrauma.Items.Components.ItemComponent
IsMouseOn()Barotrauma.Items.Components.Wire
ItemBarotrauma.Items.Components.ItemComponent
itemBarotrauma.Items.Components.ItemComponentprotected
ItemComponent(Item item, ContentXElement element)Barotrauma.Items.Components.ItemComponent
ItemUseInfo(Item Item, Character User)Barotrauma.Items.Components.ItemComponent
LengthBarotrauma.Items.Components.Wire
LinkUIToComponentBarotrauma.Items.Components.ItemComponent
Load(ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)Barotrauma.Items.Components.Wirevirtual
Barotrauma::Items::Components::ItemComponent.Load(ContentXElement element, Item item, bool errorMessages=true)Barotrauma.Items.Components.ItemComponentstatic
LockedBarotrauma.Items.Components.Wire
LockGuiFramePositionBarotrauma.Items.Components.ItemComponent
ManuallySelectedSoundBarotrauma.Items.Components.ItemComponent
MaxLengthBarotrauma.Items.Components.Wire
Move(Vector2 amount, bool ignoreContacts=false)Barotrauma.Items.Components.Wirevirtual
MoveNode(int index, Vector2 amount)Barotrauma.Items.Components.Wire
MoveNodes(Vector2 amount)Barotrauma.Items.Components.Wire
MsgBarotrauma.Items.Components.ItemComponent
nameBarotrauma.Items.Components.ItemComponentprotected
NameBarotrauma.Items.Components.ItemComponent
NeedsSoundUpdate()Barotrauma.Items.Components.ItemComponent
NoAutoLockBarotrauma.Items.Components.Wire
OnActiveStateChangedBarotrauma.Items.Components.ItemComponent
OnGUIParentChanged(RectTransform newParent)Barotrauma.Items.Components.ItemComponentprotected
OnInventoryChanged()Barotrauma.Items.Components.ItemComponentvirtual
OnItemLoaded()Barotrauma.Items.Components.ItemComponentvirtual
OnMapLoaded()Barotrauma.Items.Components.ItemComponentvirtual
OnPlayerSkillsChanged()Barotrauma.Items.Components.ItemComponentvirtual
OnResolutionChanged()Barotrauma.Items.Components.ItemComponentprotectedvirtual
OnScaleChanged()Barotrauma.Items.Components.ItemComponentvirtual
OnUsedBarotrauma.Items.Components.ItemComponent
originalElementBarotrauma.Items.Components.ItemComponent
OtherConnection(Connection connection)Barotrauma.Items.Components.Wire
ParentBarotrauma.Items.Components.ItemComponent
ParseMsg()Barotrauma.Items.Components.ItemComponentvirtual
Pick(Character picker)Barotrauma.Items.Components.Wirevirtual
PickingMsgBarotrauma.Items.Components.ItemComponent
PickingTimeBarotrauma.Items.Components.ItemComponent
PickKeyBarotrauma.Items.Components.ItemComponent
PlaySound(ActionType type, Character user=null)Barotrauma.Items.Components.ItemComponent
ReceiveSignal(Signal signal, Connection connection)Barotrauma.Items.Components.ItemComponentvirtual
RecreateGUIOnResolutionChangeBarotrauma.Items.Components.ItemComponent
RegisterSignal(Signal signal, Connection source)Barotrauma.Items.Components.Wire
ReleaseGuiFrame()Barotrauma.Items.Components.ItemComponentprotected
ReloadGuiFrame()Barotrauma.Items.Components.ItemComponentprotected
Remove()Barotrauma.Items.Components.ItemComponent
RemoveComponentSpecific()Barotrauma.Items.Components.Wireprotectedvirtual
RemoveConnection(Item item)Barotrauma.Items.Components.Wire
RemoveConnection(Connection connection)Barotrauma.Items.Components.Wire
removeOnCombinedBarotrauma.Items.Components.ItemComponentprotected
RemoveOnCombinedBarotrauma.Items.Components.ItemComponent
ReplacedByBarotrauma.Items.Components.ItemComponent
requiredItemsBarotrauma.Items.Components.ItemComponent
requiredSkillsBarotrauma.Items.Components.ItemComponent
Reset()Barotrauma.Items.Components.ItemComponentvirtual
Save(XElement parentElement)Barotrauma.Items.Components.Wirevirtual
SecondaryUse(float deltaTime, Character character=null)Barotrauma.Items.Components.Wirevirtual
Select(Character character)Barotrauma.Items.Components.ItemComponentvirtual
SelectKeyBarotrauma.Items.Components.ItemComponent
SerializablePropertiesBarotrauma.Items.Components.ItemComponent
SetConnectedDirty()Barotrauma.Items.Components.Wire
SetNodes(List< Vector2 > nodes)Barotrauma.Items.Components.Wire
SetRequiredItems(ContentXElement element, bool allowEmpty=false)Barotrauma.Items.Components.ItemComponent
ShallowRemove()Barotrauma.Items.Components.ItemComponent
ShallowRemoveComponentSpecific()Barotrauma.Items.Components.Wireprotectedvirtual
ShouldDrawHUD(Character character)Barotrauma.Items.Components.ItemComponentvirtual
SpeedBarotrauma.Items.Components.ItemComponent
StartDelayedCorrection(IReadMessage buffer, float sendingTime, bool waitForMidRoundSync=false)Barotrauma.Items.Components.ItemComponentprotected
statusEffectListsBarotrauma.Items.Components.ItemComponent
StopLoopingSound()Barotrauma.Items.Components.ItemComponent
StopSounds(ActionType type)Barotrauma.Items.Components.ItemComponent
TryConnect(Connection newConnection, bool addNode=true, bool sendNetworkEvent=false)Barotrauma.Items.Components.Wire
TryCreateDragHandle()Barotrauma.Items.Components.ItemComponentprotected
TryExtractEventData< T >(NetEntityEvent.IData data, out T componentData)Barotrauma.Items.Components.ItemComponentprotected
Unequip(Character character)Barotrauma.Items.Components.Wirevirtual
Update(float deltaTime, Camera cam)Barotrauma.Items.Components.Wirevirtual
UpdateBroken(float deltaTime, Camera cam)Barotrauma.Items.Components.ItemComponentvirtual
UpdateEditing(List< Wire > wires)Barotrauma.Items.Components.Wirestatic
Barotrauma::Items::Components::ItemComponent.UpdateEditing(float deltaTime)Barotrauma.Items.Components.ItemComponentvirtual
UpdateHUD(Character character, float deltaTime, Camera cam)Barotrauma.Items.Components.ItemComponent
UpdateHUDComponentSpecific(Character character, float deltaTime, Camera cam)Barotrauma.Items.Components.ItemComponentvirtual
UpdateSections()Barotrauma.Items.Components.Wire
UpdateSounds()Barotrauma.Items.Components.ItemComponent
UpdateWhenInactiveBarotrauma.Items.Components.ItemComponent
Use(float deltaTime, Character character=null)Barotrauma.Items.Components.Wirevirtual
UseAlternativeLayoutBarotrauma.Items.Components.ItemComponent
UseSpriteDepthBarotrauma.Items.Components.Wire
ValidateEventData(NetEntityEvent.IData data)Barotrauma.Items.Components.Wirevirtual
VisualSignal(float TimeSent, Color Color, int Direction)Barotrauma.Items.Components.Wire
WasUsedBarotrauma.Items.Components.ItemComponent
WidthBarotrauma.Items.Components.Wire
Wire(Item item, ContentXElement element)Barotrauma.Items.Components.Wire