Barotrauma Client Doc
Barotrauma.MissionAction Class Reference
Inheritance diagram for Barotrauma.MissionAction:
Barotrauma.EventAction

Public Member Functions

 MissionAction (ScriptedEvent parentEvent, ContentXElement element)
 
override bool IsFinished (ref string goTo)
 Has the action finished. More...
 
override void Reset ()
 
override void Update (float deltaTime)
 
override string ToDebugString ()
 Rich test to display in debugdraw More...
 
- Public Member Functions inherited from Barotrauma.EventAction
 EventAction (ScriptedEvent parentEvent, ContentXElement element)
 
virtual bool SetGoToTarget (string goTo)
 
virtual bool CanBeFinished ()
 
virtual IEnumerable< EventActionGetSubActions ()
 

Properties

Identifier MissionIdentifier [get, set]
 
Identifier MissionTag [get, set]
 
Identifier RequiredFaction [get, set]
 
ImmutableArray< IdentifierLocationTypes [get]
 
int MinLocationDistance [get, set]
 
bool UnlockFurtherOnMap [get, set]
 
bool CreateLocationIfNotFound [get, set]
 

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.EventAction
static EventAction Instantiate (ScriptedEvent scriptedEvent, ContentXElement element)
 
- Public Attributes inherited from Barotrauma.EventAction
readonly ScriptedEvent ParentEvent
 
- Protected Member Functions inherited from Barotrauma.EventAction
void ApplyTagsToHulls (Entity entity, Identifier hullTag, Identifier linkedHullTag)
 

Detailed Description

Definition at line 10 of file MissionAction.cs.

Constructor & Destructor Documentation

◆ MissionAction()

Barotrauma.MissionAction.MissionAction ( ScriptedEvent  parentEvent,
ContentXElement  element 
)

Definition at line 36 of file MissionAction.cs.

Member Function Documentation

◆ IsFinished()

override bool Barotrauma.MissionAction.IsFinished ( ref string  goToLabel)
virtual

Has the action finished.

Parameters
goToLabelIf null or empty, the event moves to the next action. Otherwise it moves to the specified label.
Returns

Implements Barotrauma.EventAction.

Definition at line 52 of file MissionAction.cs.

◆ Reset()

override void Barotrauma.MissionAction.Reset ( )
virtual

Implements Barotrauma.EventAction.

Definition at line 56 of file MissionAction.cs.

◆ ToDebugString()

override string Barotrauma.MissionAction.ToDebugString ( )
virtual

Rich test to display in debugdraw

public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} SomeAction -> "(someInfo: {info.ColorizeObject()})";
}
override string ToDebugString()
Rich test to display in debugdraw
Returns

Reimplemented from Barotrauma.EventAction.

Definition at line 221 of file MissionAction.cs.

◆ Update()

override void Barotrauma.MissionAction.Update ( float  deltaTime)
virtual

Reimplemented from Barotrauma.EventAction.

Definition at line 61 of file MissionAction.cs.

Property Documentation

◆ CreateLocationIfNotFound

bool Barotrauma.MissionAction.CreateLocationIfNotFound
getset

Definition at line 30 of file MissionAction.cs.

◆ LocationTypes

ImmutableArray<Identifier> Barotrauma.MissionAction.LocationTypes
get

Definition at line 21 of file MissionAction.cs.

◆ MinLocationDistance

int Barotrauma.MissionAction.MinLocationDistance
getset

Definition at line 24 of file MissionAction.cs.

◆ MissionIdentifier

Identifier Barotrauma.MissionAction.MissionIdentifier
getset

Definition at line 13 of file MissionAction.cs.

◆ MissionTag

Identifier Barotrauma.MissionAction.MissionTag
getset

Definition at line 16 of file MissionAction.cs.

◆ RequiredFaction

Identifier Barotrauma.MissionAction.RequiredFaction
getset

Definition at line 19 of file MissionAction.cs.

◆ UnlockFurtherOnMap

bool Barotrauma.MissionAction.UnlockFurtherOnMap
getset

Definition at line 27 of file MissionAction.cs.