Barotrauma Client Doc
Barotrauma.StatusEffect.AITrigger Class Reference

Can be used to trigger a behavior change of some kind on an AI character. Only applicable for enemy characters, not humans. More...

Inheritance diagram for Barotrauma.StatusEffect.AITrigger:
Barotrauma.ISerializableEntity

Public Member Functions

void Launch ()
 
void Reset ()
 
void UpdateTimer (float deltaTime)
 
 AITrigger (XElement element)
 

Properties

string Name [get]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get, set]
 
AIState State [get]
 
float Duration [get]
 
float Probability [get]
 
float MinDamage [get]
 
bool AllowToOverride [get]
 
bool AllowToBeOverridden [get]
 
bool IsTriggered [get]
 
float Timer [get]
 
bool IsActive [get]
 
bool IsPermanent [get]
 
- Properties inherited from Barotrauma.ISerializableEntity
string Name [get]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get]
 

Detailed Description

Can be used to trigger a behavior change of some kind on an AI character. Only applicable for enemy characters, not humans.

Definition at line 426 of file BarotraumaShared/SharedSource/StatusEffects/StatusEffect.cs.

Constructor & Destructor Documentation

◆ AITrigger()

Barotrauma.StatusEffect.AITrigger.AITrigger ( XElement  element)

Member Function Documentation

◆ Launch()

void Barotrauma.StatusEffect.AITrigger.Launch ( )

◆ Reset()

void Barotrauma.StatusEffect.AITrigger.Reset ( )

◆ UpdateTimer()

void Barotrauma.StatusEffect.AITrigger.UpdateTimer ( float  deltaTime)

Property Documentation

◆ AllowToBeOverridden

bool Barotrauma.StatusEffect.AITrigger.AllowToBeOverridden
get

◆ AllowToOverride

bool Barotrauma.StatusEffect.AITrigger.AllowToOverride
get

◆ Duration

float Barotrauma.StatusEffect.AITrigger.Duration
get

◆ IsActive

bool Barotrauma.StatusEffect.AITrigger.IsActive
get

◆ IsPermanent

bool Barotrauma.StatusEffect.AITrigger.IsPermanent
get

◆ IsTriggered

bool Barotrauma.StatusEffect.AITrigger.IsTriggered
get

◆ MinDamage

float Barotrauma.StatusEffect.AITrigger.MinDamage
get

◆ Name

string Barotrauma.StatusEffect.AITrigger.Name
get

◆ Probability

float Barotrauma.StatusEffect.AITrigger.Probability
get

◆ SerializableProperties

Dictionary<Identifier, SerializableProperty> Barotrauma.StatusEffect.AITrigger.SerializableProperties
getset

◆ State

AIState Barotrauma.StatusEffect.AITrigger.State
get

◆ Timer

float Barotrauma.StatusEffect.AITrigger.Timer
get