Barotrauma Client Doc
Barotrauma.ScanMission Class Reference
Inheritance diagram for Barotrauma.ScanMission:
Barotrauma.Mission Barotrauma.Mission

Public Member Functions

 ScanMission (MissionPrefab prefab, Location[] locations, Submarine sub)
 
override void ClientReadInitial (IReadMessage msg)
 
override void ClientRead (IReadMessage msg)
 
- Public Member Functions inherited from Barotrauma.Mission
 Mission (MissionPrefab prefab, Location[] locations, Submarine sub)
 
virtual void SetLevel (LevelData level)
 
virtual int GetReward (Submarine sub)
 
void Start (Level level)
 
void Update (float deltaTime)
 
void End ()
 End the mission and give a reward if it was completed successfully More...
 
int GetFinalReward (Submarine sub)
 Get the final reward, taking talent bonuses into account if the mission has concluded and the talents modified the reward accordingly. More...
 
virtual void AdjustLevelData (LevelData levelData)
 
Color GetDifficultyColor ()
 
virtual RichString GetMissionRewardText (Submarine sub)
 Returns the full reward text of the mission (e.g. "Reward: 2,000 mk" or "Reward: 500 mk x 2 (out of max 5) = 1,000 mk") More...
 
RichString GetReputationRewardText ()
 
Identifier GetOverrideMusicType ()
 

Protected Member Functions

override void StartMissionSpecific (Level level)
 
override void UpdateMissionSpecific (float deltaTime)
 
override bool DetermineCompleted ()
 
override void EndMissionSpecific (bool completed)
 
- Protected Member Functions inherited from Barotrauma.Mission
void ShowMessage (int missionState)
 
virtual LocalizedString ModifyMessage (LocalizedString message, bool color=true)
 
void ChangeLocationType (LocationTypeChange change)
 
HumanPrefab GetHumanPrefabFromElement (XElement element)
 
ItemPrefab FindItemPrefab (XElement element)
 
Vector2? GetCargoSpawnPosition (ItemPrefab itemPrefab, out Submarine cargoRoomSub)
 
LocalizedString GetRewardAmountText (Submarine sub)
 Returns the amount of marks you get from the reward (e.g. "3,000 mk") More...
 
void CreateMessageBox (LocalizedString header, LocalizedString message)
 

Properties

override IEnumerable<(LocalizedString Label, Vector2 Position)> SonarLabels [get]
 
override IEnumerable< EntityHudIconTargets [get]
 
override bool DisplayAsCompleted [get]
 
override bool DisplayAsFailed [get]
 
- Properties inherited from Barotrauma.Mission
virtual int? State [get, set]
 
int TimesAttempted [get, set]
 
static bool IsClient [get]
 
virtual LocalizedString Name [get]
 
virtual LocalizedString SuccessMessage [get]
 
virtual LocalizedString FailureMessage [get]
 
virtual LocalizedString Description [get]
 
virtual bool AllowUndocking [get]
 
virtual int Reward [get]
 
ImmutableList< MissionPrefab.ReputationRewardReputationRewards [get]
 
bool Completed [get, set]
 
bool Failed [get]
 
virtual bool AllowRespawn [get]
 
virtual int TeamCount [get]
 
virtual SubmarineInfo EnemySubmarineInfo [get]
 
virtual IEnumerable<(LocalizedString Label, Vector2 Position)> SonarLabels [get]
 
Identifier SonarIconIdentifier [get]
 
int? Difficulty [get]
 
IEnumerable< LocalizedStringShownMessages [get]
 
bool DisplayTargetHudIcons [get]
 
virtual IEnumerable< EntityHudIconTargets [get]
 
abstract bool DisplayAsCompleted [get]
 Is the mission at a state at which the only thing left to do is to reach the end of the level? More...
 
abstract bool DisplayAsFailed [get]
 Is the mission at a state at which the mission cannot be completed anymore? More...
 

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.Mission
static Mission LoadRandom (Location[] locations, string seed, bool requireCorrectLocationType, MissionType missionType, bool isSinglePlayer=false)
 
static Mission LoadRandom (Location[] locations, MTRandom rand, bool requireCorrectLocationType, MissionType missionType, bool isSinglePlayer=false)
 
static int GetRewardDistibutionSum (IEnumerable< Character > crew, int rewardDistribution=0)
 
static Color GetDifficultyColor (int difficulty)
 
- Public Attributes inherited from Barotrauma.Mission
readonly MissionPrefab Prefab
 
readonly ImmutableArray< LocalizedStringHeaders
 
readonly ImmutableArray< LocalizedStringMessages
 
Location OriginLocation
 Where was this mission received from? Affects which faction we give reputation for if the mission is configured to give reputation for the faction that gave the mission. Defaults to Locations[0] More...
 
readonly Location[] Locations
 
Action< MissionOnMissionStateChanged
 
- Static Public Attributes inherited from Barotrauma.Mission
static int Amount
 
- Static Protected Member Functions inherited from Barotrauma.Mission
static Character CreateHuman (HumanPrefab humanPrefab, List< Character > characters, Dictionary< Character, List< Item >> characterItems, Submarine submarine, CharacterTeamType teamType, ISpatialEntity positionToStayIn=null, Rand.RandSync humanPrefabRandSync=Rand.RandSync.ServerAndClient)
 
- Protected Attributes inherited from Barotrauma.Mission
bool failed
 
Level level
 
int state
 
LocalizedString description
 
LocalizedString descriptionWithoutReward
 

Detailed Description

Constructor & Destructor Documentation

◆ ScanMission()

Barotrauma.ScanMission.ScanMission ( MissionPrefab  prefab,
Location[]  locations,
Submarine  sub 
)

Member Function Documentation

◆ ClientRead()

override void Barotrauma.ScanMission.ClientRead ( IReadMessage  msg)
virtual

◆ ClientReadInitial()

override void Barotrauma.ScanMission.ClientReadInitial ( IReadMessage  msg)
virtual

◆ DetermineCompleted()

override bool Barotrauma.ScanMission.DetermineCompleted ( )
protectedvirtual

Implements Barotrauma.Mission.

◆ EndMissionSpecific()

override void Barotrauma.ScanMission.EndMissionSpecific ( bool  completed)
protectedvirtual

◆ StartMissionSpecific()

override void Barotrauma.ScanMission.StartMissionSpecific ( Level  level)
protectedvirtual

◆ UpdateMissionSpecific()

override void Barotrauma.ScanMission.UpdateMissionSpecific ( float  deltaTime)
protectedvirtual

Property Documentation

◆ DisplayAsCompleted

override bool Barotrauma.ScanMission.DisplayAsCompleted
get

◆ DisplayAsFailed

override bool Barotrauma.ScanMission.DisplayAsFailed
get

◆ HudIconTargets

override IEnumerable<Entity> Barotrauma.ScanMission.HudIconTargets
get

◆ SonarLabels

override IEnumerable<(LocalizedString Label, Vector2 Position)> Barotrauma.ScanMission.SonarLabels
get