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| Affliction (AfflictionPrefab prefab, float strength) |
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void | CopyProperties (Affliction source) |
| Copy properties here instead of using SerializableProperties (with reflection).
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void | Serialize (XElement element) |
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void | Deserialize (XElement element) |
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Affliction | CreateMultiplied (float multiplier, Affliction affliction) |
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override string | ToString () |
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LocalizedString | GetStrengthText () |
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AfflictionPrefab.Effect | GetActiveEffect () |
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float | GetVitalityDecrease (CharacterHealth characterHealth) |
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float | GetVitalityDecrease (CharacterHealth characterHealth, float strength) |
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float | GetScreenGrainStrength () |
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float | GetScreenDistortStrength () |
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float | GetRadialDistortStrength () |
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float | GetChromaticAberrationStrength () |
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float | GetAfflictionOverlayMultiplier () |
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Color | GetFaceTint () |
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Color | GetBodyTint () |
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float | GetScreenBlurStrength () |
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float | GetSkillMultiplier () |
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void | CalculateDamagePerSecond (float currentVitalityDecrease) |
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float | GetResistance (Identifier afflictionId) |
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float | GetSpeedMultiplier () |
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float | GetStatValue (StatTypes statType) |
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bool | HasFlag (AbilityFlags flagType) |
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virtual void | Update (CharacterHealth characterHealth, Limb targetLimb, float deltaTime) |
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void | ApplyStatusEffects (ActionType type, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) |
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void | ApplyStatusEffect (ActionType type, StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) |
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void | SetStrength (float strength) |
| Use this method to skip clamping and additional logic of the setters. Ideally we would keep this private, but doing so would require too much refactoring.
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bool | ShouldShowIcon (Character afflictedCharacter) |
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◆ Affliction()
◆ ApplyStatusEffect()
◆ ApplyStatusEffects()
◆ CalculateDamagePerSecond()
void Barotrauma.Affliction.CalculateDamagePerSecond |
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float | currentVitalityDecrease | ) |
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◆ CopyProperties()
void Barotrauma.Affliction.CopyProperties |
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Affliction | source | ) |
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Copy properties here instead of using SerializableProperties (with reflection).
◆ CreateMultiplied()
◆ Deserialize()
void Barotrauma.Affliction.Deserialize |
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XElement | element | ) |
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◆ GetActiveEffect()
◆ GetAfflictionOverlayMultiplier()
float Barotrauma.Affliction.GetAfflictionOverlayMultiplier |
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◆ GetBodyTint()
Color Barotrauma.Affliction.GetBodyTint |
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◆ GetChromaticAberrationStrength()
float Barotrauma.Affliction.GetChromaticAberrationStrength |
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◆ GetFaceTint()
Color Barotrauma.Affliction.GetFaceTint |
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◆ GetRadialDistortStrength()
float Barotrauma.Affliction.GetRadialDistortStrength |
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◆ GetResistance()
float Barotrauma.Affliction.GetResistance |
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Identifier | afflictionId | ) |
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◆ GetScreenBlurStrength()
float Barotrauma.Affliction.GetScreenBlurStrength |
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◆ GetScreenDistortStrength()
float Barotrauma.Affliction.GetScreenDistortStrength |
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◆ GetScreenGrainStrength()
float Barotrauma.Affliction.GetScreenGrainStrength |
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◆ GetSkillMultiplier()
float Barotrauma.Affliction.GetSkillMultiplier |
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◆ GetSpeedMultiplier()
float Barotrauma.Affliction.GetSpeedMultiplier |
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◆ GetStatValue()
float Barotrauma.Affliction.GetStatValue |
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StatTypes | statType | ) |
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◆ GetStrengthText() [1/2]
◆ GetStrengthText() [2/2]
static LocalizedString Barotrauma.Affliction.GetStrengthText |
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float | strength, |
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float | maxStrength ) |
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static |
◆ GetVitalityDecrease() [1/2]
float Barotrauma.Affliction.GetVitalityDecrease |
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CharacterHealth | characterHealth | ) |
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◆ GetVitalityDecrease() [2/2]
float Barotrauma.Affliction.GetVitalityDecrease |
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CharacterHealth | characterHealth, |
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float | strength ) |
◆ HasFlag()
◆ Serialize()
void Barotrauma.Affliction.Serialize |
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XElement | element | ) |
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◆ SetStrength()
void Barotrauma.Affliction.SetStrength |
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float | strength | ) |
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Use this method to skip clamping and additional logic of the setters. Ideally we would keep this private, but doing so would require too much refactoring.
◆ ShouldShowIcon()
bool Barotrauma.Affliction.ShouldShowIcon |
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Character | afflictedCharacter | ) |
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◆ ToString()
override string Barotrauma.Affliction.ToString |
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◆ Update()
virtual void Barotrauma.Affliction.Update |
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CharacterHealth | characterHealth, |
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Limb | targetLimb, |
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float | deltaTime ) |
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virtual |
◆ _strength
float Barotrauma.Affliction._strength |
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protected |
◆ activeEffectDirty
bool Barotrauma.Affliction.activeEffectDirty = true |
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protected |
◆ AppliedAsFailedTreatmentTime
double Barotrauma.Affliction.AppliedAsFailedTreatmentTime |
◆ AppliedAsSuccessfulTreatmentTime
double Barotrauma.Affliction.AppliedAsSuccessfulTreatmentTime |
◆ DamagePerSecond
float Barotrauma.Affliction.DamagePerSecond |
◆ DamagePerSecondTimer
float Barotrauma.Affliction.DamagePerSecondTimer |
◆ Duration
float Barotrauma.Affliction.Duration |
◆ PeriodicEffectTimers
◆ Prefab
◆ PreviousVitalityDecrease
float Barotrauma.Affliction.PreviousVitalityDecrease |
◆ Source
Which character gave this affliction.
◆ StrengthDiminishMultiplier
float Affliction Source Barotrauma.Affliction.StrengthDiminishMultiplier = (1.0f, null) |
◆ Value
float Barotrauma.Affliction.Value |
◆ DivideByLimbCount
bool Barotrauma.Affliction.DivideByLimbCount |
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getset |
◆ GrainEffectStrength
float Barotrauma.Affliction.GrainEffectStrength |
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getset |
◆ Identifier
Identifier Barotrauma.Affliction.Identifier |
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get |
◆ MultiplyByMaxVitality
bool Barotrauma.Affliction.MultiplyByMaxVitality |
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getset |
◆ Name
string Barotrauma.Affliction.Name |
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get |
◆ NonClampedStrength
float Barotrauma.Affliction.NonClampedStrength |
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get |
◆ PendingGrainEffectStrength
float Barotrauma.Affliction.PendingGrainEffectStrength |
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getset |
◆ Probability
float Barotrauma.Affliction.Probability = 1.0f |
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getset |
◆ SerializableProperties
◆ Strength
virtual float Barotrauma.Affliction.Strength |
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getset |
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/Affliction.cs