|
| enum class | Mode { Default
, Wiring
} |
| |
| enum class | WarningType {
NoWaypoints
, NoHulls
, DisconnectedVents
, NoHumanSpawnpoints
,
NoCargoSpawnpoints
, NoBallastTag
, NonLinkedGaps
, NoHiddenContainers
,
StructureCount
, WallCount
, ItemCount
, LightCount
,
ShadowCastingLightCount
, WaterInHulls
} |
| |
|
| | SubEditorScreen () |
| |
| void | ClearBackedUpSubInfo () |
| |
| override void | Select () |
| |
| void | Select (bool enableAutoSave=true) |
| |
| override void | OnFileDropped (string filePath, string extension) |
| |
| void | LoadSub (SubmarineInfo info, bool checkIdConflicts=true) |
| |
| void | SetMode (Mode newMode) |
| |
| void | AutoHull () |
| |
| override void | AddToGUIUpdateList () |
| | By default, creates a new frame for the screen and adds all elements to the gui update list. More...
|
| |
| bool | IsMouseOnEditorGUI () |
| | GUI.MouseOn doesn't get updated while holding primary mouse and we need it to More...
|
| |
| void | UpdateUndoHistoryPanel () |
| |
| override void | Update (double deltaTime) |
| | Allows the game to run logic such as updating the world, checking for collisions, gathering input, and playing audio. More...
|
| |
| override void | Draw (double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch) |
| | This is called when the game should draw itself. More...
|
| |
| void | SaveScreenShot (int width, int height, string filePath) |
| |
| bool | IsSubcategoryHidden (string subcategory) |
| |
| override sealed void | Deselect () |
| |
| void | CreateBackgroundColorPicker () |
| |
| void | ColorFade (Color from, Color to, float duration) |
| |
| virtual void | Release () |
| |
|
| static Type | DetermineSubFileType (SubmarineType type) |
| |
| static GUIMessageBox | CreatePropertyColorPicker (Color originalColor, SerializableProperty property, ISerializableEntity entity) |
| |
| static GUIFrame | CreateWiringPanel (Point offset, GUIListBox.OnSelectedHandler onWireSelected) |
| |
| static void | StoreCommand (Command command) |
| |
| static void | DrawGrid (SpriteBatch spriteBatch, Camera cam, float sizeX, float sizeY, bool zoomTreshold) |
| |
| static void | DrawOutOfBoundsArea (SpriteBatch spriteBatch, Camera cam, float playableAreaSize, Color color) |
| |
| static bool | IsSubEditor () |
| |
| static bool | IsWiringMode () |
| |
| static bool | IsLayerVisible (MapEntity entity) |
| |
| static bool | IsLayerLinked (MapEntity entity) |
| |
| static ImmutableHashSet< MapEntity > | GetEntitiesInSameLayer (MapEntity entity) |
| |
| static void | SelectNull () |
| |
Definition at line 17 of file SubEditorScreen.cs.
◆ Mode
◆ WarningType
| Enumerator |
|---|
| NoWaypoints | |
| NoHulls | |
| DisconnectedVents | |
| NoHumanSpawnpoints | |
| NoCargoSpawnpoints | |
| NoBallastTag | |
| NonLinkedGaps | |
| NoHiddenContainers | |
| StructureCount | |
| WallCount | |
| ItemCount | |
| LightCount | |
| ShadowCastingLightCount | |
| WaterInHulls | |
Definition at line 69 of file SubEditorScreen.cs.
◆ SubEditorScreen()
| Barotrauma.SubEditorScreen.SubEditorScreen |
( |
| ) |
|
◆ AddToGUIUpdateList()
| override void Barotrauma.SubEditorScreen.AddToGUIUpdateList |
( |
| ) |
|
|
virtual |
◆ AutoHull()
| void Barotrauma.SubEditorScreen.AutoHull |
( |
| ) |
|
◆ ClearBackedUpSubInfo()
| void Barotrauma.SubEditorScreen.ClearBackedUpSubInfo |
( |
| ) |
|
◆ CreatePropertyColorPicker()
◆ CreateWiringPanel()
◆ DeselectEditorSpecific()
| override void Barotrauma.SubEditorScreen.DeselectEditorSpecific |
( |
| ) |
|
|
protectedvirtual |
◆ DetermineSubFileType()
| static Type Barotrauma.SubEditorScreen.DetermineSubFileType |
( |
SubmarineType |
type | ) |
|
|
static |
◆ Draw()
| override void Barotrauma.SubEditorScreen.Draw |
( |
double |
deltaTime, |
|
|
GraphicsDevice |
graphics, |
|
|
SpriteBatch |
spriteBatch |
|
) |
| |
|
virtual |
◆ DrawGrid()
| static void Barotrauma.SubEditorScreen.DrawGrid |
( |
SpriteBatch |
spriteBatch, |
|
|
Camera |
cam, |
|
|
float |
sizeX, |
|
|
float |
sizeY, |
|
|
bool |
zoomTreshold |
|
) |
| |
|
static |
◆ DrawOutOfBoundsArea()
| static void Barotrauma.SubEditorScreen.DrawOutOfBoundsArea |
( |
SpriteBatch |
spriteBatch, |
|
|
Camera |
cam, |
|
|
float |
playableAreaSize, |
|
|
Color |
color |
|
) |
| |
|
static |
◆ GetEntitiesInSameLayer()
| static ImmutableHashSet<MapEntity> Barotrauma.SubEditorScreen.GetEntitiesInSameLayer |
( |
MapEntity |
entity | ) |
|
|
static |
◆ IsLayerLinked()
| static bool Barotrauma.SubEditorScreen.IsLayerLinked |
( |
MapEntity |
entity | ) |
|
|
static |
◆ IsLayerVisible()
| static bool Barotrauma.SubEditorScreen.IsLayerVisible |
( |
MapEntity |
entity | ) |
|
|
static |
◆ IsMouseOnEditorGUI()
| bool Barotrauma.SubEditorScreen.IsMouseOnEditorGUI |
( |
| ) |
|
GUI.MouseOn doesn't get updated while holding primary mouse and we need it to
Definition at line 4999 of file SubEditorScreen.cs.
◆ IsSubcategoryHidden()
| bool Barotrauma.SubEditorScreen.IsSubcategoryHidden |
( |
string |
subcategory | ) |
|
◆ IsSubEditor()
| static bool Barotrauma.SubEditorScreen.IsSubEditor |
( |
| ) |
|
|
static |
◆ IsWiringMode()
| static bool Barotrauma.SubEditorScreen.IsWiringMode |
( |
| ) |
|
|
static |
◆ LoadSub()
| void Barotrauma.SubEditorScreen.LoadSub |
( |
SubmarineInfo |
info, |
|
|
bool |
checkIdConflicts = true |
|
) |
| |
◆ OnFileDropped()
| override void Barotrauma.SubEditorScreen.OnFileDropped |
( |
string |
filePath, |
|
|
string |
extension |
|
) |
| |
|
virtual |
◆ SaveScreenShot()
| void Barotrauma.SubEditorScreen.SaveScreenShot |
( |
int |
width, |
|
|
int |
height, |
|
|
string |
filePath |
|
) |
| |
◆ Select() [1/2]
| override void Barotrauma.SubEditorScreen.Select |
( |
| ) |
|
|
virtual |
◆ Select() [2/2]
| void Barotrauma.SubEditorScreen.Select |
( |
bool |
enableAutoSave = true | ) |
|
◆ SetMode()
| void Barotrauma.SubEditorScreen.SetMode |
( |
Mode |
newMode | ) |
|
◆ StoreCommand()
| static void Barotrauma.SubEditorScreen.StoreCommand |
( |
Command |
command | ) |
|
|
static |
◆ Update()
| override void Barotrauma.SubEditorScreen.Update |
( |
double |
deltaTime | ) |
|
|
virtual |
Allows the game to run logic such as updating the world, checking for collisions, gathering input, and playing audio.
Reimplemented from Barotrauma.Screen.
Definition at line 5203 of file SubEditorScreen.cs.
◆ UpdateUndoHistoryPanel()
| void Barotrauma.SubEditorScreen.UpdateUndoHistoryPanel |
( |
| ) |
|
◆ AutoSaveInfo
| XDocument Barotrauma.SubEditorScreen.AutoSaveInfo |
|
static |
◆ BulkItemBuffer
| List<AddOrDeleteCommand> Barotrauma.SubEditorScreen.BulkItemBuffer = new List<AddOrDeleteCommand>() |
|
static |
◆ Commands
| readonly List<Command> Barotrauma.SubEditorScreen.Commands = new List<Command>() |
|
static |
Global undo/redo state for the sub editor and a selector index for it Command
Definition at line 208 of file SubEditorScreen.cs.
◆ DraggedItemPrefab
◆ EntityMenu
◆ ImageManager
◆ ItemAddMutex
| readonly object Barotrauma.SubEditorScreen.ItemAddMutex = new object() |
|
static |
◆ MaxItems
| const int Barotrauma.SubEditorScreen.MaxItems = 5000 |
|
static |
◆ MaxLights
| const int Barotrauma.SubEditorScreen.MaxLights = 600 |
|
static |
◆ MaxShadowCastingLights
| const int Barotrauma.SubEditorScreen.MaxShadowCastingLights = 60 |
|
static |
◆ MaxStructures
| const int Barotrauma.SubEditorScreen.MaxStructures = 2000 |
|
static |
◆ MaxWalls
| const int Barotrauma.SubEditorScreen.MaxWalls = 500 |
|
static |
◆ MouseDragStart
| Vector2 Barotrauma.SubEditorScreen.MouseDragStart = Vector2.Zero |
|
static |
◆ ShouldDrawGrid
| bool Barotrauma.SubEditorScreen.ShouldDrawGrid = false |
|
static |
◆ showEntitiesPanel
◆ SkipInventorySlotUpdate
| bool Barotrauma.SubEditorScreen.SkipInventorySlotUpdate |
|
static |
◆ SuppressedWarnings
◆ TopPanel
◆ TransparentWiringMode
| bool Barotrauma.SubEditorScreen.TransparentWiringMode = true |
|
static |
◆ BulkItemBufferInUse
| object Barotrauma.SubEditorScreen.BulkItemBufferInUse |
|
staticgetset |
◆ Cam
| override Camera Barotrauma.SubEditorScreen.Cam |
|
get |
◆ DrawCharacterInventory
| bool Barotrauma.SubEditorScreen.DrawCharacterInventory |
|
get |
◆ ShowThalamus
| bool Barotrauma.SubEditorScreen.ShowThalamus = true |
|
get |
◆ ToggleEntityMenuButton
| GUIButton Barotrauma.SubEditorScreen.ToggleEntityMenuButton |
|
get |
◆ WiringMode
| bool Barotrauma.SubEditorScreen.WiringMode |
|
get |