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

Classes

class  WireSection
 

Public Member Functions

 Wire (Item item, ContentXElement element)
 
Connection OtherConnection (Connection connection)
 
bool IsConnectedTo (Item item)
 
void RemoveConnection (Item item)
 
void RemoveConnection (Connection connection)
 
bool TryConnect (Connection newConnection, bool addNode=true, bool sendNetworkEvent=false)
 Tries to add the given connection to this wire. Note that this only affects the wire - adding the wire to the connection is done in Connection.ConnectWire(Wire) More...
 
bool Connect (Connection newConnection, int connectionIndex, bool addNode=true, bool sendNetworkEvent=false)
 Tries to add the given connection to this wire. Note that this only affects the wire - adding the wire to the connection is done in Connection.ConnectWire(Wire) More...
 
override void Equip (Character character)
 
override void Unequip (Character character)
 
override void Drop (Character dropper, bool setTransform=true)
 a Character has dropped the item More...
 
override void Update (float deltaTime, Camera cam)
 
override bool Use (float deltaTime, Character character=null)
 
override bool SecondaryUse (float deltaTime, Character character=null)
 
override bool Pick (Character picker)
 a Character has picked the item More...
 
List< Vector2 > GetNodes ()
 
void SetNodes (List< Vector2 > nodes)
 
void MoveNode (int index, Vector2 amount)
 
void MoveNodes (Vector2 amount)
 
void UpdateSections ()
 
void ClearConnections (Character user=null)
 
void SetConnectedDirty ()
 
void FixNodeEnds ()
 
override void FlipX (bool relativeToSub)
 
override void FlipY (bool relativeToSub)
 
override void Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)
 
override XElement Save (XElement parentElement)
 
readonly record struct VisualSignal (float TimeSent, Color Color, int Direction)
 
void RegisterSignal (Signal signal, Connection source)
 
void Draw (SpriteBatch spriteBatch, bool editing, float itemDepth=-1, Color? overrideColor=null)
 
void Draw (SpriteBatch spriteBatch, bool editing, Vector2 offset, float itemDepth=-1, Color? overrideColor=null)
 
void DebugDraw (SpriteBatch spriteBatch, float alpha=1.0f)
 
override void Move (Vector2 amount, bool ignoreContacts=false)
 
bool IsMouseOn ()
 
void ClientEventRead (IReadMessage msg, float sendingTime)
 
override bool ValidateEventData (NetEntityEvent.IData data)
 
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 bool Select (Character character)
 
virtual bool CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective)
 
Returns
true if the operation was completed
More...
 
virtual void UpdateBroken (float deltaTime, Camera cam)
 
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...
 
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 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 void Reset ()
 
virtual void ParseMsg ()
 
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 ()
 
virtual void AddTooltipInfo (ref LocalizedString name, ref LocalizedString description)
 

Static Public Member Functions

static IEnumerable< Vector2 > ExtractNodes (XElement element)
 
static Sprite ExtractWireSprite (ContentXElement element)
 
static void UpdateEditing (List< Wire > wires)
 
- Static Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
static ItemComponent Load (ContentXElement element, Item item, bool errorMessages=true)
 

Public Attributes

bool Hidden
 
- 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
 

Static Public Attributes

static Color higlightColor = Color.LightGreen
 
static Color editorHighlightColor = Color.Yellow
 
static Color editorSelectedColor = Color.Red
 

Protected Member Functions

override void ShallowRemoveComponentSpecific ()
 
override void RemoveComponentSpecific ()
 
- Protected Member Functions inherited from Barotrauma.Items.Components.ItemComponent
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

bool? Locked [get, set]
 
Connection[] Connections [get]
 
float Length [get]
 
float MaxLength [get, set]
 
bool HiddenInGame [get, set]
 
bool NoAutoLock [get, set]
 
bool UseSpriteDepth [get, set]
 
bool DropOnConnect [get, set]
 
float Width [get, set]
 
Vector2 DrawSize [get]
 
static Wire DraggingWire [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

- 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

◆ Wire()

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

Member Function Documentation

◆ ClearConnections()

void Barotrauma.Items.Components.Wire.ClearConnections ( Character  user = null)

◆ ClientEventRead()

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

◆ ClientEventWrite()

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

◆ Connect()

bool Barotrauma.Items.Components.Wire.Connect ( Connection  newConnection,
int  connectionIndex,
bool  addNode = true,
bool  sendNetworkEvent = false 
)

Tries to add the given connection to this wire. Note that this only affects the wire - adding the wire to the connection is done in Connection.ConnectWire(Wire)

Parameters
connectionIndexWhich end of the wire to add the connection to? 0 or 1. Normally doesn't make a difference, but matters if we're copying/loading a wire, in which case the 1st node should be located at the same item as the 1st connection.
Returns

Definition at line 201 of file BarotraumaShared/SharedSource/Items/Components/Signal/Wire.cs.

◆ DebugDraw()

void Barotrauma.Items.Components.Wire.DebugDraw ( SpriteBatch  spriteBatch,
float  alpha = 1.0f 
)

◆ Draw() [1/2]

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

◆ Draw() [2/2]

void Barotrauma.Items.Components.Wire.Draw ( SpriteBatch  spriteBatch,
bool  editing,
Vector2  offset,
float  itemDepth = -1,
Color?  overrideColor = null 
)

◆ Drop()

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

a Character has dropped the item

Reimplemented from Barotrauma.Items.Components.ItemComponent.

Definition at line 350 of file BarotraumaShared/SharedSource/Items/Components/Signal/Wire.cs.

◆ Equip()

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

◆ ExtractNodes()

static IEnumerable<Vector2> Barotrauma.Items.Components.Wire.ExtractNodes ( XElement  element)
static

◆ ExtractWireSprite()

static Sprite Barotrauma.Items.Components.Wire.ExtractWireSprite ( ContentXElement  element)
static

◆ FixNodeEnds()

void Barotrauma.Items.Components.Wire.FixNodeEnds ( )

◆ FlipX()

override void Barotrauma.Items.Components.Wire.FlipX ( bool  relativeToSub)
virtual

◆ FlipY()

override void Barotrauma.Items.Components.Wire.FlipY ( bool  relativeToSub)
virtual

◆ GetNodes()

List<Vector2> Barotrauma.Items.Components.Wire.GetNodes ( )

◆ IsConnectedTo()

bool Barotrauma.Items.Components.Wire.IsConnectedTo ( Item  item)

◆ IsMouseOn()

bool Barotrauma.Items.Components.Wire.IsMouseOn ( )

◆ Load()

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

◆ Move()

override void Barotrauma.Items.Components.Wire.Move ( Vector2  amount,
bool  ignoreContacts = false 
)
virtual

◆ MoveNode()

void Barotrauma.Items.Components.Wire.MoveNode ( int  index,
Vector2  amount 
)

◆ MoveNodes()

void Barotrauma.Items.Components.Wire.MoveNodes ( Vector2  amount)

◆ OtherConnection()

Connection Barotrauma.Items.Components.Wire.OtherConnection ( Connection  connection)

◆ Pick()

override bool Barotrauma.Items.Components.Wire.Pick ( Character  picker)
virtual

◆ RegisterSignal()

void Barotrauma.Items.Components.Wire.RegisterSignal ( Signal  signal,
Connection  source 
)

◆ RemoveComponentSpecific()

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

◆ RemoveConnection() [1/2]

void Barotrauma.Items.Components.Wire.RemoveConnection ( Connection  connection)

◆ RemoveConnection() [2/2]

void Barotrauma.Items.Components.Wire.RemoveConnection ( Item  item)

◆ Save()

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

◆ SecondaryUse()

override bool Barotrauma.Items.Components.Wire.SecondaryUse ( float  deltaTime,
Character  character = null 
)
virtual

◆ SetConnectedDirty()

void Barotrauma.Items.Components.Wire.SetConnectedDirty ( )

◆ SetNodes()

void Barotrauma.Items.Components.Wire.SetNodes ( List< Vector2 >  nodes)

◆ ShallowRemoveComponentSpecific()

override void Barotrauma.Items.Components.Wire.ShallowRemoveComponentSpecific ( )
protectedvirtual

◆ TryConnect()

bool Barotrauma.Items.Components.Wire.TryConnect ( Connection  newConnection,
bool  addNode = true,
bool  sendNetworkEvent = false 
)

Tries to add the given connection to this wire. Note that this only affects the wire - adding the wire to the connection is done in Connection.ConnectWire(Wire)

Definition at line 179 of file BarotraumaShared/SharedSource/Items/Components/Signal/Wire.cs.

◆ Unequip()

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

◆ Update()

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

◆ UpdateEditing()

static void Barotrauma.Items.Components.Wire.UpdateEditing ( List< Wire wires)
static

◆ UpdateSections()

void Barotrauma.Items.Components.Wire.UpdateSections ( )

◆ Use()

override bool Barotrauma.Items.Components.Wire.Use ( float  deltaTime,
Character  character = null 
)
virtual

◆ ValidateEventData()

override bool Barotrauma.Items.Components.Wire.ValidateEventData ( NetEntityEvent.IData  data)
virtual

◆ VisualSignal()

readonly record struct Barotrauma.Items.Components.Wire.VisualSignal ( float  TimeSent,
Color  Color,
int  Direction 
)

Member Data Documentation

◆ editorHighlightColor

Color Barotrauma.Items.Components.Wire.editorHighlightColor = Color.Yellow
static

◆ editorSelectedColor

Color Barotrauma.Items.Components.Wire.editorSelectedColor = Color.Red
static

◆ Hidden

bool Barotrauma.Items.Components.Wire.Hidden

◆ higlightColor

Color Barotrauma.Items.Components.Wire.higlightColor = Color.LightGreen
static

Property Documentation

◆ Connections

Connection [] Barotrauma.Items.Components.Wire.Connections
get

◆ DraggingWire

Wire Barotrauma.Items.Components.Wire.DraggingWire
staticget

◆ DrawSize

Vector2 Barotrauma.Items.Components.Wire.DrawSize
get

◆ DropOnConnect

bool Barotrauma.Items.Components.Wire.DropOnConnect
getset

◆ HiddenInGame

bool Barotrauma.Items.Components.Wire.HiddenInGame
getset

◆ Length

float Barotrauma.Items.Components.Wire.Length
get

◆ Locked

bool? Barotrauma.Items.Components.Wire.Locked
getset

◆ MaxLength

float Barotrauma.Items.Components.Wire.MaxLength
getset

◆ NoAutoLock

bool Barotrauma.Items.Components.Wire.NoAutoLock
getset

◆ UseSpriteDepth

bool Barotrauma.Items.Components.Wire.UseSpriteDepth
getset

◆ Width

float Barotrauma.Items.Components.Wire.Width
getset