|
| static Category | GetCollisionCategories (TriggererType triggeredBy) |
| |
| static void | LoadStatusEffect (List< StatusEffect > statusEffects, ContentXElement element, string parentDebugName) |
| |
| static void | LoadAttack (ContentXElement element, string parentDebugName, bool triggerOnce, List< Attack > attacks) |
| |
| static bool | IsTriggeredByEntity (Entity entity, TriggererType triggeredBy, bool mustBeOutside=false,(bool mustBe, Submarine sub) mustBeOnSpecificSub=default) |
| |
| static bool | CheckContactsForOtherFixtures (PhysicsBody triggerBody, Fixture otherFixture, Entity separatingEntity) |
| |
| static bool | CheckContactsForEntity (PhysicsBody triggerBody, Entity targetEntity) |
| | Are there any active contacts between the physics body and the target entity More...
|
| |
| static Entity | GetEntity (Fixture fixture) |
| |
| static void | RemoveInActiveTriggerers (PhysicsBody physicsBody, HashSet< Entity > triggerers) |
| |
| static void | ApplyStatusEffects (List< StatusEffect > statusEffects, Vector2 worldPosition, Entity triggerer, float deltaTime, List< ISerializableEntity > targets) |
| |
| static void | ApplyAttacks (List< Attack > attacks, IDamageable damageable, Vector2 worldPosition, float deltaTime) |
| | Applies attacks to a damageable. More...
|
| |
| static void | ApplyAttacks (List< Attack > attacks, Vector2 worldPosition, float deltaTime) |
| | Applies attacks to structures. More...
|
| |
| static float | GetDistanceFactor (PhysicsBody triggererBody, PhysicsBody triggerBody, float colliderRadius) |
| |
Definition at line 13 of file LevelTrigger.cs.
◆ TriggererType
| Enumerator |
|---|
| None | |
| Human | |
| Creature | |
| Character | |
| Submarine | |
| Item | |
| OtherTrigger | |
Definition at line 16 of file LevelTrigger.cs.
◆ TriggerForceMode
| Enumerator |
|---|
| Force | |
| Acceleration | |
| Impulse | |
| LimitVelocity | |
Definition at line 27 of file LevelTrigger.cs.
◆ LevelTrigger()
| Barotrauma.LevelTrigger.LevelTrigger |
( |
ContentXElement |
element, |
|
|
Vector2 |
position, |
|
|
float |
rotation, |
|
|
float |
scale = 1.0f, |
|
|
string |
parentDebugName = "" |
|
) |
| |
◆ ApplyAttacks() [1/2]
| static void Barotrauma.LevelTrigger.ApplyAttacks |
( |
List< Attack > |
attacks, |
|
|
IDamageable |
damageable, |
|
|
Vector2 |
worldPosition, |
|
|
float |
deltaTime |
|
) |
| |
|
static |
◆ ApplyAttacks() [2/2]
| static void Barotrauma.LevelTrigger.ApplyAttacks |
( |
List< Attack > |
attacks, |
|
|
Vector2 |
worldPosition, |
|
|
float |
deltaTime |
|
) |
| |
|
static |
◆ ApplyStatusEffects()
| static void Barotrauma.LevelTrigger.ApplyStatusEffects |
( |
List< StatusEffect > |
statusEffects, |
|
|
Vector2 |
worldPosition, |
|
|
Entity |
triggerer, |
|
|
float |
deltaTime, |
|
|
List< ISerializableEntity > |
targets |
|
) |
| |
|
static |
◆ CheckContactsForEntity()
| static bool Barotrauma.LevelTrigger.CheckContactsForEntity |
( |
PhysicsBody |
triggerBody, |
|
|
Entity |
targetEntity |
|
) |
| |
|
static |
Are there any active contacts between the physics body and the target entity
Definition at line 439 of file LevelTrigger.cs.
◆ CheckContactsForOtherFixtures()
| static bool Barotrauma.LevelTrigger.CheckContactsForOtherFixtures |
( |
PhysicsBody |
triggerBody, |
|
|
Fixture |
otherFixture, |
|
|
Entity |
separatingEntity |
|
) |
| |
|
static |
◆ GetCollisionCategories()
| static Category Barotrauma.LevelTrigger.GetCollisionCategories |
( |
TriggererType |
triggeredBy | ) |
|
|
static |
◆ GetDistanceFactor()
| static float Barotrauma.LevelTrigger.GetDistanceFactor |
( |
PhysicsBody |
triggererBody, |
|
|
PhysicsBody |
triggerBody, |
|
|
float |
colliderRadius |
|
) |
| |
|
static |
◆ GetEntity()
| static Entity Barotrauma.LevelTrigger.GetEntity |
( |
Fixture |
fixture | ) |
|
|
static |
◆ GetWaterFlowVelocity() [1/2]
| Vector2 Barotrauma.LevelTrigger.GetWaterFlowVelocity |
( |
| ) |
|
◆ GetWaterFlowVelocity() [2/2]
| Vector2 Barotrauma.LevelTrigger.GetWaterFlowVelocity |
( |
Vector2 |
viewPosition | ) |
|
◆ IsTriggeredByEntity()
| static bool Barotrauma.LevelTrigger.IsTriggeredByEntity |
( |
Entity |
entity, |
|
|
TriggererType |
triggeredBy, |
|
|
bool |
mustBeOutside = false, |
|
|
(bool mustBe, Submarine sub) |
mustBeOnSpecificSub = default |
|
) |
| |
|
static |
◆ LoadAttack()
| static void Barotrauma.LevelTrigger.LoadAttack |
( |
ContentXElement |
element, |
|
|
string |
parentDebugName, |
|
|
bool |
triggerOnce, |
|
|
List< Attack > |
attacks |
|
) |
| |
|
static |
◆ LoadStatusEffect()
| static void Barotrauma.LevelTrigger.LoadStatusEffect |
( |
List< StatusEffect > |
statusEffects, |
|
|
ContentXElement |
element, |
|
|
string |
parentDebugName |
|
) |
| |
|
static |
◆ OtherTriggered()
| void Barotrauma.LevelTrigger.OtherTriggered |
( |
LevelTrigger |
otherTrigger, |
|
|
Entity |
triggerer |
|
) |
| |
Another trigger was triggered, check if this one should react to it
Definition at line 474 of file LevelTrigger.cs.
◆ RemoveInActiveTriggerers()
| static void Barotrauma.LevelTrigger.RemoveInActiveTriggerers |
( |
PhysicsBody |
physicsBody, |
|
|
HashSet< Entity > |
triggerers |
|
) |
| |
|
static |
◆ ServerWrite()
◆ Update()
| void Barotrauma.LevelTrigger.Update |
( |
float |
deltaTime | ) |
|
◆ OnTriggered
◆ ParentTrigger
◆ ColliderRadius
| float Barotrauma.LevelTrigger.ColliderRadius |
|
get |
◆ Force
| Vector2 Barotrauma.LevelTrigger.Force |
|
get |
◆ ForceFalloff
| bool Barotrauma.LevelTrigger.ForceFalloff |
|
get |
◆ ForceFluctuationInterval
| float Barotrauma.LevelTrigger.ForceFluctuationInterval |
|
get |
◆ ForceFluctuationStrength
| float Barotrauma.LevelTrigger.ForceFluctuationStrength |
|
get |
◆ ForceMode
◆ ForceVelocityLimit
| float Barotrauma.LevelTrigger.ForceVelocityLimit |
|
get |
Stop applying forces to objects if they're moving faster than this
Definition at line 162 of file LevelTrigger.cs.
◆ GlobalForceDecreaseInterval
| float Barotrauma.LevelTrigger.GlobalForceDecreaseInterval |
|
get |
◆ InfectIdentifier
| Identifier Barotrauma.LevelTrigger.InfectIdentifier |
|
getset |
◆ InfectionChance
| float Barotrauma.LevelTrigger.InfectionChance |
|
getset |
◆ IsTriggered
| bool Barotrauma.LevelTrigger.IsTriggered |
|
get |
◆ NeedsNetworkSyncing
| bool Barotrauma.LevelTrigger.NeedsNetworkSyncing |
|
getset |
◆ PhysicsBody
◆ Rotation
| float? Barotrauma.LevelTrigger.Rotation |
|
getset |
◆ StatusEffects
| IEnumerable<StatusEffect> Barotrauma.LevelTrigger.StatusEffects |
|
get |
◆ TriggererPosition
| Dictionary<Entity, Vector2> Barotrauma.LevelTrigger.TriggererPosition |
|
get |
◆ Triggerers
| IEnumerable<Entity> Barotrauma.LevelTrigger.Triggerers |
|
get |
◆ TriggerOthersDistance
| float Barotrauma.LevelTrigger.TriggerOthersDistance |
|
get |
◆ UseNetworkSyncing
| bool Barotrauma.LevelTrigger.UseNetworkSyncing |
|
get |
◆ WorldPosition
| Vector2? Barotrauma.LevelTrigger.WorldPosition |
|
getset |