1 using Microsoft.Xna.Framework;
3 using System.Collections.Generic;
10 internal class HullData
12 public float? HullOxygenAmount,
15 public float? ReceivedOxygenAmount,
18 public double LastOxygenDataTime, LastWaterDataTime;
20 public readonly HashSet<IdCard> Cards =
new HashSet<IdCard>();
23 public float DistortionTimer;
25 public List<Hull> LinkedHulls =
new List<Hull>();
28 private bool hasPower;
79 partial
void InitProjSpecific();
105 return picker !=
null;
void ApplyStatusEffects(ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float afflictionMultiplier=1.0f)
override void Update(float deltaTime, Camera cam)
MiniMap(Item item, ContentXElement element)
override bool Pick(Character picker)
a Character has picked the item
bool EnableElectricalView
bool RequireOxygenDetectors
bool RequireWaterDetectors
override float GetCurrentPowerConsumption(Connection connection=null)
Power consumption of the MiniMap. Only consume power when active and adjust consumption based on cond...
ActionType
ActionTypes define when a StatusEffect is executed.