Barotrauma Server Doc
Barotrauma.MissionAction Class Reference
Inheritance diagram for Barotrauma.MissionAction:
Barotrauma.EventAction Barotrauma.EventAction

Public Member Functions

 MissionAction (ScriptedEvent parentEvent, ContentXElement element)
 
override bool IsFinished (ref string goTo)
 Has the action finished. More...
 
override void Reset ()
 
override void Update (float deltaTime)
 
override string ToDebugString ()
 Rich test to display in debugdraw More...
 
- Public Member Functions inherited from Barotrauma.EventAction
 EventAction (ScriptedEvent parentEvent, ContentXElement element)
 
virtual bool SetGoToTarget (string goTo)
 
virtual bool CanBeFinished ()
 
virtual IEnumerable< EventActionGetSubActions ()
 

Static Public Member Functions

static void ResetMissionsUnlockedThisRound ()
 
static void NotifyMissionsUnlockedThisRound (Client client)
 
- Static Public Member Functions inherited from Barotrauma.EventAction
static EventAction Instantiate (ScriptedEvent scriptedEvent, ContentXElement element)
 

Properties

Identifier MissionIdentifier [get, set]
 
Identifier MissionTag [get, set]
 
Identifier RequiredFaction [get, set]
 
ImmutableArray< IdentifierLocationTypes [get]
 
int MinLocationDistance [get, set]
 
bool UnlockFurtherOnMap [get, set]
 
bool CreateLocationIfNotFound [get, set]
 

Additional Inherited Members

- Public Attributes inherited from Barotrauma.EventAction
readonly ScriptedEvent ParentEvent
 
- Protected Member Functions inherited from Barotrauma.EventAction
void ApplyTagsToHulls (Entity entity, Identifier hullTag, Identifier linkedHullTag)
 

Detailed Description

Constructor & Destructor Documentation

◆ MissionAction()

Barotrauma.MissionAction.MissionAction ( ScriptedEvent  parentEvent,
ContentXElement  element 
)

Member Function Documentation

◆ IsFinished()

override bool Barotrauma.MissionAction.IsFinished ( ref string  goToLabel)
virtual

Has the action finished.

Parameters
goToLabelIf null or empty, the event moves to the next action. Otherwise it moves to the specified label.
Returns

Implements Barotrauma.EventAction.

Definition at line 52 of file BarotraumaShared/SharedSource/Events/EventActions/MissionAction.cs.

◆ NotifyMissionsUnlockedThisRound()

static void Barotrauma.MissionAction.NotifyMissionsUnlockedThisRound ( Client  client)
static

◆ Reset()

override void Barotrauma.MissionAction.Reset ( )
virtual

◆ ResetMissionsUnlockedThisRound()

static void Barotrauma.MissionAction.ResetMissionsUnlockedThisRound ( )
static

◆ ToDebugString()

override string Barotrauma.MissionAction.ToDebugString ( )
virtual

Rich test to display in debugdraw

public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} SomeAction -> "(someInfo: {info.ColorizeObject()})";
}
override string ToDebugString()
Rich test to display in debugdraw
Returns

Reimplemented from Barotrauma.EventAction.

Definition at line 221 of file BarotraumaShared/SharedSource/Events/EventActions/MissionAction.cs.

◆ Update()

override void Barotrauma.MissionAction.Update ( float  deltaTime)
virtual

Property Documentation

◆ CreateLocationIfNotFound

bool Barotrauma.MissionAction.CreateLocationIfNotFound
getset

◆ LocationTypes

ImmutableArray<Identifier> Barotrauma.MissionAction.LocationTypes
get

◆ MinLocationDistance

int Barotrauma.MissionAction.MinLocationDistance
getset

◆ MissionIdentifier

Identifier Barotrauma.MissionAction.MissionIdentifier
getset

◆ MissionTag

Identifier Barotrauma.MissionAction.MissionTag
getset

◆ RequiredFaction

Identifier Barotrauma.MissionAction.RequiredFaction
getset

◆ UnlockFurtherOnMap

bool Barotrauma.MissionAction.UnlockFurtherOnMap
getset