Barotrauma Server Doc
Barotrauma.EndMission Class Reference
Inheritance diagram for Barotrauma.EndMission:
Barotrauma.Mission Barotrauma.Mission

Public Member Functions

 EndMission (MissionPrefab prefab, Location[] locations, Submarine sub)
 
override void ServerWriteInitial (IWriteMessage msg, Client c)
 
- 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)
 
virtual void ServerWrite (IWriteMessage msg)
 

Protected Member Functions

override void StartMissionSpecific (Level level)
 
override void UpdateMissionSpecific (float deltaTime)
 
override bool DetermineCompleted ()
 
- Protected Member Functions inherited from Barotrauma.Mission
void ShowMessage (int missionState)
 
virtual LocalizedString ModifyMessage (LocalizedString message, bool color=true)
 
virtual void EndMissionSpecific (bool completed)
 
void ChangeLocationType (LocationTypeChange change)
 
HumanPrefab GetHumanPrefabFromElement (XElement element)
 
ItemPrefab FindItemPrefab (XElement element)
 
Vector2? GetCargoSpawnPosition (ItemPrefab itemPrefab, out Submarine cargoRoomSub)
 

Protected Attributes

readonly float wakeUpCinematicDelay = 5.0f
 
readonly float bossWakeUpDelay = 7.0f
 
readonly float cameraWaitDuration = 7.0f
 
- Protected Attributes inherited from Barotrauma.Mission
bool failed
 
Level level
 
int state
 
LocalizedString description
 
LocalizedString descriptionWithoutReward
 

Properties

override IEnumerable<(LocalizedString Label, Vector2 Position)> SonarLabels [get]
 
override int State [get, set]
 
- 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]
 

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 int DistributeRewardsToCrew (IEnumerable< Character > crew, int totalReward)
 
- 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)
 

Detailed Description

Constructor & Destructor Documentation

◆ EndMission()

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

Member Function Documentation

◆ DetermineCompleted()

override bool Barotrauma.EndMission.DetermineCompleted ( )
protectedvirtual

◆ ServerWriteInitial()

override void Barotrauma.EndMission.ServerWriteInitial ( IWriteMessage  msg,
Client  c 
)
virtual

Reimplemented from Barotrauma.Mission.

Definition at line 7 of file BarotraumaServer/ServerSource/Events/Missions/EndMission.cs.

◆ StartMissionSpecific()

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

◆ UpdateMissionSpecific()

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

Member Data Documentation

◆ bossWakeUpDelay

readonly float Barotrauma.EndMission.bossWakeUpDelay = 7.0f
protected

◆ cameraWaitDuration

readonly float Barotrauma.EndMission.cameraWaitDuration = 7.0f
protected

◆ wakeUpCinematicDelay

readonly float Barotrauma.EndMission.wakeUpCinematicDelay = 5.0f
protected

Property Documentation

◆ SonarLabels

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

◆ State

override int Barotrauma.EndMission.State
getset