Barotrauma Client Doc
Barotrauma.Structure Member List

This is the complete list of members for Barotrauma.Structure, including all inherited members.

AddDamage(int sectionIndex, float damage, Character attacker=null, bool emitParticles=true)Barotrauma.Structure
AddDamage(Character attacker, Vector2 worldPosition, Attack attack, Vector2 impulseDirection, float deltaTime, bool playSound=false)Barotrauma.Structure
AddLinked(MapEntity entity)Barotrauma.MapEntity
AddSelection(MapEntity entity)Barotrauma.MapEntitystatic
AddToGUIUpdateList(int order=0)Barotrauma.MapEntityvirtual
AddUpgrade(Upgrade upgrade, bool createNetworkEvent=false)Barotrauma.Structurevirtual
AiTargetBarotrauma.Entity
aiTargetBarotrauma.Entityprotected
AllowedLinksBarotrauma.MapEntity
AllSectionBodiesDisabled()Barotrauma.Structure
BodiesBarotrauma.Structure
BodyHeightBarotrauma.Structure
BodyOffsetBarotrauma.Structure
BodyRotationBarotrauma.Structure
BodyWidthBarotrauma.Structure
CastShadowBarotrauma.Structure
CheckIsHighlighted()Barotrauma.MapEntityprotectedvirtual
ClearHighlightedEntities()Barotrauma.MapEntitystatic
ClientEventRead(IReadMessage msg, float sendingTime)Barotrauma.Structure
Clone()Barotrauma.Structurevirtual
Barotrauma::MapEntity.Clone(List< MapEntity > entitiesToClone)Barotrauma.MapEntitystatic
ColorFlipButton(GUIButton btn, bool flip)Barotrauma.MapEntityprotectedstatic
CopiedListBarotrauma.MapEntitystatic
Copy(List< MapEntity > entities)Barotrauma.MapEntitystatic
CopyEntities(List< MapEntity > entities)Barotrauma.MapEntitystatic
CreateEditingHUD(bool inGame=false)Barotrauma.Structure
CreationIndexBarotrauma.Entity
CreationStackTraceBarotrauma.Entity
CrushDepthBarotrauma.Structure
Cut(List< MapEntity > entities)Barotrauma.MapEntitystatic
DefaultRectBarotrauma.Structure
DeselectAll()Barotrauma.MapEntitystatic
DetermineID(ushort id, Submarine submarine)Barotrauma.Entityprotectedvirtual
DirectionUnitBarotrauma.Structureprotected
DisableSelectBarotrauma.MapEntitystatic
DisallowedUpgradesBarotrauma.MapEntity
DisallowedUpgradeSetBarotrauma.MapEntity
Draw(SpriteBatch spriteBatch, bool editing, bool back=true)Barotrauma.Structurevirtual
DrawBelowWaterBarotrauma.Structure
DrawDamage(SpriteBatch spriteBatch, Effect damageEffect, bool editing)Barotrauma.Structure
DrawDamageEffectBarotrauma.Structure
DrawEditing(SpriteBatch spriteBatch, Camera cam)Barotrauma.MapEntityvirtual
DrawEditor(SpriteBatch spriteBatch, Camera cam)Barotrauma.MapEntitystatic
DrawOverWaterBarotrauma.Structure
DrawPositionBarotrauma.Entity
DrawSelecting(SpriteBatch spriteBatch, Camera cam)Barotrauma.MapEntitystatic
DrawSelectionRect(SpriteBatch spriteBatch, Vector2 pos, Vector2 size, Color color)Barotrauma.MapEntitystatic
DropShadowOffsetBarotrauma.Structure
DummyIDBarotrauma.Entitystatic
DumpIds(int count, string filename)Barotrauma.Entitystatic
EditingHUDBarotrauma.MapEntitystatic
editingHUDBarotrauma.MapEntityprotectedstatic
Entity(Submarine submarine, ushort id)Barotrauma.Entity
EntityCountBarotrauma.Entitystatic
EntitySpawnerIDBarotrauma.Entitystatic
ErrorLineBarotrauma.Entity
ExternalHighlightBarotrauma.MapEntity
FilteredSelectedListBarotrauma.MapEntitystatic
FindEntityByID(ushort ID)Barotrauma.Entitystatic
FindFreeIdBlock(int minBlockSize)Barotrauma.Entitystatic
FindPrefab(string name, Identifier identifier)Barotrauma.Structurestatic
FindSectionIndex(Vector2 displayPos, bool world=false, bool clamp=false)Barotrauma.Structure
FindSelectedEntities(Vector2 pos, Vector2 size)Barotrauma.MapEntitystatic
flippedXBarotrauma.MapEntityprotected
FlippedXBarotrauma.MapEntity
FlippedYBarotrauma.MapEntity
FlipX(bool relativeToSub)Barotrauma.Structurevirtual
FlipY(bool relativeToSub)Barotrauma.Structurevirtual
FreeID()Barotrauma.Entity
GetAttachTarget(Vector2 worldPosition)Barotrauma.Structurestatic
GetCollapseEffectOffset()Barotrauma.MapEntityprotected
GetDrawDepth()Barotrauma.Structure
Barotrauma::MapEntity.GetDrawDepth(float baseDepth, Sprite sprite)Barotrauma.MapEntity
GetEntities()Barotrauma.Entitystatic
GetLinkedEntities< T >(HashSet< T > list=null, int? maxDepth=null, Func< T, bool > filter=null)Barotrauma.MapEntity
GetNudgeAmount(bool doHold=true)Barotrauma.MapEntitystatic
GetPotentialContainer(Vector2 position, HashSet< MapEntity > entities=null)Barotrauma.MapEntitystatic
GetReplacementOrThis()Barotrauma.MapEntity
GetSection(int sectionIndex)Barotrauma.Structure
GetTransformedQuad()Barotrauma.Structurevirtual
GetUpgrade(Identifier identifier)Barotrauma.MapEntity
GetUpgrades()Barotrauma.MapEntity
HasBodyBarotrauma.Structure
HasDamageBarotrauma.Structure
HasUpgrade(Identifier identifier)Barotrauma.MapEntity
HealthBarotrauma.Structure
HiddenInGameBarotrauma.MapEntity
highlightedEntitiesBarotrauma.MapEntityprotectedstatic
HighlightedEntitiesBarotrauma.MapEntitystatic
HighlightedListBoxBarotrauma.MapEntitystatic
IDBarotrauma.Entity
IdFreedBarotrauma.Entity
IndestructibleBarotrauma.Structure
InDetectableBarotrauma.Entity
InitializeLoadedLinks(IEnumerable< MapEntity > entities)Barotrauma.MapEntitystatic
InsertToList()Barotrauma.MapEntityprotected
IsHighlightedBarotrauma.MapEntity
IsHorizontalBarotrauma.Structure
IsIncludedInSelectionBarotrauma.MapEntity
IsMouseOn(Vector2 position)Barotrauma.Structurevirtual
IsPlatformBarotrauma.Structure
IsSelectedBarotrauma.MapEntity
IsVisible(Rectangle worldView)Barotrauma.Structurevirtual
LayerBarotrauma.MapEntity
LightsBarotrauma.Structure
LinkableBarotrauma.MapEntity
linkedToBarotrauma.MapEntity
linkedToIDBarotrauma.MapEntityprotected
Load(ContentXElement element, Submarine submarine, IdRemap idRemap)Barotrauma.Structurestatic
LoadAll(Submarine submarine, XElement parentElement, string filePath, int idOffset)Barotrauma.MapEntitystatic
MapEntity(MapEntityPrefab prefab, Submarine submarine, ushort id)Barotrauma.MapEntity
MapEntityListBarotrauma.MapEntitystatic
MapEntityUpdateIntervalBarotrauma.MapEntitystatic
MapLoaded(List< MapEntity > entities, bool updateHulls)Barotrauma.MapEntitystatic
MaxEntityCountBarotrauma.Entitystatic
MaxHealthBarotrauma.Structure
Move(Vector2 amount, bool ignoreContacts=true)Barotrauma.Structurevirtual
NameBarotrauma.Structure
NoAITargetBarotrauma.Structure
NullEntityIDBarotrauma.Entitystatic
OnMapLoaded()Barotrauma.Structurevirtual
OriginalContainerIndexBarotrauma.MapEntity
OriginalModuleIndexBarotrauma.MapEntity
ParseLinks(XElement element, IdRemap idRemap)Barotrauma.MapEntityprotected
Paste(Vector2 position)Barotrauma.MapEntitystatic
PositionBarotrauma.MapEntity
PositionEditingHUD()Barotrauma.MapEntityprotectedstatic
PoweredUpdateIntervalBarotrauma.MapEntitystatic
PrefabBarotrauma.Structure
rectBarotrauma.MapEntityprotected
RectBarotrauma.Structure
RectHeightBarotrauma.MapEntity
RectWidthBarotrauma.MapEntity
Remove()Barotrauma.Structurevirtual
RemoveAll()Barotrauma.Entitystatic
RemovedBarotrauma.Entity
RemoveIfLinkedOutpostDoorInUseBarotrauma.MapEntity
RemoveLinked(MapEntity e)Barotrauma.MapEntity
RemoveSelection(MapEntity entity)Barotrauma.MapEntitystatic
ReplacedByBarotrauma.MapEntity
ReservedIDStartBarotrauma.Entitystatic
Reset()Barotrauma.Structurevirtual
ResizedBarotrauma.MapEntity
ResizeHorizontalBarotrauma.MapEntity
ResizeVerticalBarotrauma.MapEntity
ResizingBarotrauma.MapEntitystatic
ResolveLinks(IdRemap childRemap)Barotrauma.MapEntity
RespawnManagerIDBarotrauma.Entitystatic
RotationBarotrauma.Structure
rotationRadBarotrauma.Structureprotected
Save(XElement parentElement)Barotrauma.Structurevirtual
ScaleBarotrauma.Structure
ScaleWhenTextureOffsetSetBarotrauma.Structure
SectionBodyDisabled(int sectionIndex)Barotrauma.Structure
SectionCountBarotrauma.Structure
SectionDamage(int sectionIndex)Barotrauma.Structure
SectionIsLeaking(int sectionIndex)Barotrauma.Structure
SectionIsLeakingFromOutside(int sectionIndex)Barotrauma.Structure
SectionLength(int sectionIndex)Barotrauma.Structure
SectionPosition(int sectionIndex, bool world=false)Barotrauma.Structure
SectionsBarotrauma.Structure
SelectableInEditorBarotrauma.Structure
SelectedAnyBarotrauma.MapEntitystatic
SelectedListBarotrauma.MapEntitystatic
SelectEntity(MapEntity entity)Barotrauma.MapEntitystatic
SelectionChangedBarotrauma.MapEntitystatic
selectionPosBarotrauma.MapEntityprotectedstatic
SelectionPosBarotrauma.MapEntitystatic
selectionSizeBarotrauma.MapEntityprotectedstatic
SerializablePropertiesBarotrauma.Structure
SetCollisionCategory(Category collisionCategory)Barotrauma.Structure
SetDamage(int sectionIndex, float damage, Character attacker=null, bool createNetworkEvent=true, bool isNetworkEvent=true, bool createExplosionEffect=true)Barotrauma.Structure
SetUpgrade(Upgrade upgrade, bool createNetworkEvent=false)Barotrauma.MapEntity
ShallowRemove()Barotrauma.Structurevirtual
ShouldBeSavedBarotrauma.MapEntity
ShowWallsBarotrauma.Structurestatic
SightRangeBarotrauma.MapEntity
Barotrauma::MapEntity.SimPositionBarotrauma.MapEntity
Barotrauma::IDamageable.SimPositionBarotrauma.IDamageable
SoundRangeBarotrauma.MapEntity
SpawnerBarotrauma.Entitystatic
SpawnTimeBarotrauma.Entity
SpecialTagBarotrauma.Structure
SpriteBarotrauma.Structure
SpriteColorBarotrauma.Structure
spriteColorBarotrauma.Structureprotected
SpriteDepthBarotrauma.MapEntity
SpriteDepthOverrideIsSetBarotrauma.MapEntity
SpriteEffectsBarotrauma.Structure
SpriteOverrideDepthBarotrauma.MapEntity
StairDirectionBarotrauma.Structure
StartMovingPosBarotrauma.MapEntitystatic
StopSelection()Barotrauma.MapEntitystatic
Structure(Rectangle rectangle, StructurePrefab sp, Submarine submarine, ushort id=Entity.NullEntityID, XElement element=null)Barotrauma.Structure
SubmarineBarotrauma.Entity
TagsBarotrauma.Structure
TextureOffsetBarotrauma.Structure
textureOffsetBarotrauma.Structureprotected
TextureScaleBarotrauma.Structure
textureScaleBarotrauma.Structureprotected
ToString()Barotrauma.Structure
unresolvedLinkedToIDBarotrauma.MapEntity
Update(float deltaTime, Camera cam)Barotrauma.Structurevirtual
UpdateAll(float deltaTime, Camera cam)Barotrauma.MapEntitystatic
UpdateEditing(Camera cam, float deltaTime)Barotrauma.Structurevirtual
UpdateEditor(Camera cam, float deltaTime)Barotrauma.MapEntitystatic
UpdateHighlighting(List< MapEntity > highlightedEntities, bool wiringMode=false)Barotrauma.MapEntitystatic
UpdateSelecting(Camera cam)Barotrauma.MapEntitystatic
UpdateSpriteStates(float deltaTime)Barotrauma.Structure
UpgradesBarotrauma.MapEntityprotected
UpgradeTextureOffset(Vector2 targetSize, Vector2 originalTextureOffset, SubmarineInfo submarineInfo, Rectangle sourceRect, Vector2 scale, bool flippedX, bool flippedY)Barotrauma.Structurestatic
UseDropShadowBarotrauma.Structure
WallListBarotrauma.Structurestatic
WallSectionSizeBarotrauma.Structurestatic
Barotrauma::MapEntity.WorldPositionBarotrauma.Entity
Barotrauma::IDamageable.WorldPositionBarotrauma.IDamageable
WorldRectBarotrauma.MapEntity