Barotrauma Client Doc
Barotrauma.JobPrefab Class Reference
Inheritance diagram for Barotrauma.JobPrefab:
Barotrauma.PrefabWithUintIdentifier Barotrauma.PrefabWithUintIdentifier Barotrauma.Prefab Barotrauma.Prefab

Classes

class  OutfitPreview
 
class  PreviewItem
 

Public Member Functions

override void Dispose ()
 
 JobPrefab (ContentXElement element, JobsFile file)
 
GUIButton CreateInfoFrame (out GUIComponent buttonContainer)
 
List< OutfitPreviewGetJobOutfitSprites (CharacterInfoPrefab charInfoPrefab, bool useInventoryIcon, out Vector2 maxDimensions)
 
- Public Member Functions inherited from Barotrauma.Prefab
 Prefab (ContentFile file, Identifier identifier)
 
 Prefab (ContentFile file, ContentXElement element)
 

Static Public Member Functions

static JobPrefab Get (Identifier identifier)
 
static JobPrefab Random (Rand.RandSync sync, Func< JobPrefab, bool > predicate=null)
 
- Static Public Member Functions inherited from Barotrauma.Prefab
static void DisallowCallFromConstructor ()
 

Public Attributes

readonly Dictionary< int, ContentXElementItemSets = new Dictionary<int, ContentXElement>()
 
readonly ImmutableDictionary< int, ImmutableArray< PreviewItem > > PreviewItems
 
readonly List< SkillPrefabSkills = new List<SkillPrefab>()
 
readonly List< AutonomousObjectiveAutonomousObjectives = new List<AutonomousObjective>()
 
readonly List< IdentifierAppropriateOrders = new List<Identifier>()
 
readonly LocalizedString Name
 
readonly LocalizedString Description
 
Sprite Icon
 
Sprite IconSmall
 
- Public Attributes inherited from Barotrauma.Prefab
readonly Identifier Identifier
 
readonly ContentFile ContentFile
 

Static Public Attributes

static readonly PrefabCollection< JobPrefabPrefabs = new PrefabCollection<JobPrefab>()
 
- Static Public Attributes inherited from Barotrauma.Prefab
static readonly ImmutableHashSet< Type > Types
 

Properties

static IReadOnlyDictionary< Identifier, float > ItemRepairPriorities [get]
 Tag -> priority. More...
 
Color UIColor [get]
 
AIObjectiveIdle.BehaviorType IdleBehavior [get]
 
bool OnlyJobSpecificDialog [get]
 
int InitialCount [get]
 
bool AllowAlways [get]
 
int MaxNumber [get]
 
int MinNumber [get]
 
float MinKarma [get]
 
float PriceMultiplier [get]
 
float VitalityModifier [get]
 
bool HiddenJob [get]
 
SkillPrefab PrimarySkill [get]
 
ContentXElement Element [get]
 
int Variants [get]
 
- Properties inherited from Barotrauma.PrefabWithUintIdentifier
UInt32 UintIdentifier [get, set]
 
- Properties inherited from Barotrauma.Prefab
ContentPackageContentPackage [get]
 
ContentPath FilePath [get]
 

Additional Inherited Members

- Protected Member Functions inherited from Barotrauma.PrefabWithUintIdentifier
 PrefabWithUintIdentifier (ContentFile file, Identifier identifier)
 
 PrefabWithUintIdentifier (ContentFile file, ContentXElement element)
 
- Protected Member Functions inherited from Barotrauma.Prefab
virtual Identifier DetermineIdentifier (XElement element)
 

Detailed Description

Constructor & Destructor Documentation

◆ JobPrefab()

Barotrauma.JobPrefab.JobPrefab ( ContentXElement  element,
JobsFile  file 
)

Member Function Documentation

◆ CreateInfoFrame()

GUIButton Barotrauma.JobPrefab.CreateInfoFrame ( out GUIComponent  buttonContainer)

◆ Dispose()

override void Barotrauma.JobPrefab.Dispose ( )
virtual

◆ Get()

static JobPrefab Barotrauma.JobPrefab.Get ( Identifier  identifier)
static

◆ GetJobOutfitSprites()

List<OutfitPreview> Barotrauma.JobPrefab.GetJobOutfitSprites ( CharacterInfoPrefab  charInfoPrefab,
bool  useInventoryIcon,
out Vector2  maxDimensions 
)

◆ Random()

static JobPrefab Barotrauma.JobPrefab.Random ( Rand.RandSync  sync,
Func< JobPrefab, bool >  predicate = null 
)
static

Member Data Documentation

◆ AppropriateOrders

readonly List<Identifier> Barotrauma.JobPrefab.AppropriateOrders = new List<Identifier>()

◆ AutonomousObjectives

readonly List<AutonomousObjective> Barotrauma.JobPrefab.AutonomousObjectives = new List<AutonomousObjective>()

◆ Description

readonly LocalizedString Barotrauma.JobPrefab.Description

◆ Icon

Sprite Barotrauma.JobPrefab.Icon

◆ IconSmall

Sprite Barotrauma.JobPrefab.IconSmall

◆ ItemSets

readonly Dictionary<int, ContentXElement> Barotrauma.JobPrefab.ItemSets = new Dictionary<int, ContentXElement>()

◆ Name

readonly LocalizedString Barotrauma.JobPrefab.Name

◆ Prefabs

readonly PrefabCollection<JobPrefab> Barotrauma.JobPrefab.Prefabs = new PrefabCollection<JobPrefab>()
static

◆ PreviewItems

readonly ImmutableDictionary<int, ImmutableArray<PreviewItem> > Barotrauma.JobPrefab.PreviewItems

◆ Skills

readonly List<SkillPrefab> Barotrauma.JobPrefab.Skills = new List<SkillPrefab>()

Property Documentation

◆ AllowAlways

bool Barotrauma.JobPrefab.AllowAlways
get

◆ Element

ContentXElement Barotrauma.JobPrefab.Element
get

◆ HiddenJob

bool Barotrauma.JobPrefab.HiddenJob
get

◆ IdleBehavior

AIObjectiveIdle.BehaviorType Barotrauma.JobPrefab.IdleBehavior
get

◆ InitialCount

int Barotrauma.JobPrefab.InitialCount
get

◆ ItemRepairPriorities

IReadOnlyDictionary<Identifier, float> Barotrauma.JobPrefab.ItemRepairPriorities
staticget

Tag -> priority.

Definition at line 83 of file BarotraumaShared/SharedSource/Characters/Jobs/JobPrefab.cs.

◆ MaxNumber

int Barotrauma.JobPrefab.MaxNumber
get

◆ MinKarma

float Barotrauma.JobPrefab.MinKarma
get

◆ MinNumber

int Barotrauma.JobPrefab.MinNumber
get

◆ OnlyJobSpecificDialog

bool Barotrauma.JobPrefab.OnlyJobSpecificDialog
get

◆ PriceMultiplier

float Barotrauma.JobPrefab.PriceMultiplier
get

◆ PrimarySkill

SkillPrefab Barotrauma.JobPrefab.PrimarySkill
get

◆ UIColor

Color Barotrauma.JobPrefab.UIColor
get

◆ Variants

int Barotrauma.JobPrefab.Variants
get

◆ VitalityModifier

float Barotrauma.JobPrefab.VitalityModifier
get