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Barotrauma Client
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Responsible for keeping track of the characters in the player crew, saving and loading their orders, managing the crew list UI. More...
Classes | |
| class | ActiveOrder |
Public Member Functions | |
| IEnumerable< Character > | GetCharacters () |
| IEnumerable< CharacterInfo > | GetCharacterInfos () |
| Note: this only returns AI characters' infos in multiplayer. The infos are used to manage hiring/firing/renaming, which only applies to AI characters. Use GetSessionCrewCharacters to get all the characters regardless if they're player or AI controlled. | |
| CrewManager (bool isSinglePlayer) | |
| bool | AddOrder (Order order, float? fadeOutTime) |
| void | AddCharacterElements (XElement element) |
| void | RemoveCharacterInfo (CharacterInfo characterInfo) |
| Remove info of a selected character. The character will not be visible in any menus or the round summary. | |
| void | AddCharacter (Character character, bool sortCrewList=true) |
| bool | IsFired (Character character) |
| void | RemoveCharacter (Character character, bool removeInfo=false, bool resetCrewListIndex=true) |
| Remove the character from the crew (and crew menus). | |
| void | AddCharacterInfo (CharacterInfo characterInfo) |
| void | ClearCharacterInfos () |
| void | InitRound () |
| List< WayPoint > | GetOutpostSpawnpoints () |
| Returns the potential crew spawnpositions for the crew in the loaded outpost. | |
| void | InitializeCharacter (Character character, WayPoint mainSubWaypoint, WayPoint spawnWaypoint) |
| void | RenameCharacter (CharacterInfo characterInfo, string newName) |
| void | FireCharacter (CharacterInfo characterInfo) |
| void | ClearCurrentOrders () |
| void | Update (float deltaTime) |
| void | AddConversation (List<(Character speaker, string line)> conversationLines) |
| void | SaveActiveOrders (XElement element) |
| void | LoadActiveOrders (XElement element) |
Static Public Member Functions | |
| static Character | GetCharacterForQuickAssignment (Order order, Character controlledCharacter, IEnumerable< Character > characters, bool includeSelf=false) |
| static IEnumerable< Character > | GetCharactersSortedForOrder (Order order, IEnumerable< Character > characters, Character controlledCharacter, bool includeSelf, IEnumerable< Character > extraCharacters=null) |
Public Attributes | |
| ReadyCheck | ActiveReadyCheck |
Static Public Attributes | |
| const int | MaxCrewSize = 16 |
Properties | |
| bool | HasBots [get, set] |
| List< ActiveOrder > | ActiveOrders = new List<ActiveOrder>() [get] |
| bool | IsSinglePlayer [get] |
Responsible for keeping track of the characters in the player crew, saving and loading their orders, managing the crew list UI.
| Barotrauma.CrewManager.CrewManager | ( | bool | isSinglePlayer | ) |
| void Barotrauma.CrewManager.AddCharacter | ( | Character | character, |
| bool | sortCrewList = true ) |
| void Barotrauma.CrewManager.AddCharacterElements | ( | XElement | element | ) |
| void Barotrauma.CrewManager.AddCharacterInfo | ( | CharacterInfo | characterInfo | ) |
| void Barotrauma.CrewManager.AddConversation | ( | List<(Character speaker, string line)> | conversationLines | ) |
| bool Barotrauma.CrewManager.AddOrder | ( | Order | order, |
| float? | fadeOutTime ) |
| void Barotrauma.CrewManager.ClearCharacterInfos | ( | ) |
| void Barotrauma.CrewManager.ClearCurrentOrders | ( | ) |
| void Barotrauma.CrewManager.FireCharacter | ( | CharacterInfo | characterInfo | ) |
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| IEnumerable< CharacterInfo > Barotrauma.CrewManager.GetCharacterInfos | ( | ) |
Note: this only returns AI characters' infos in multiplayer. The infos are used to manage hiring/firing/renaming, which only applies to AI characters. Use GetSessionCrewCharacters to get all the characters regardless if they're player or AI controlled.
| IEnumerable< Character > Barotrauma.CrewManager.GetCharacters | ( | ) |
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| List< WayPoint > Barotrauma.CrewManager.GetOutpostSpawnpoints | ( | ) |
Returns the potential crew spawnpositions for the crew in the loaded outpost.
| void Barotrauma.CrewManager.InitializeCharacter | ( | Character | character, |
| WayPoint | mainSubWaypoint, | ||
| WayPoint | spawnWaypoint ) |
| void Barotrauma.CrewManager.InitRound | ( | ) |
| bool Barotrauma.CrewManager.IsFired | ( | Character | character | ) |
| void Barotrauma.CrewManager.LoadActiveOrders | ( | XElement | element | ) |
| void Barotrauma.CrewManager.RemoveCharacter | ( | Character | character, |
| bool | removeInfo = false, | ||
| bool | resetCrewListIndex = true ) |
Remove the character from the crew (and crew menus).
| character | The character to remove |
| removeInfo | If the character info is also removed, the character will not be visible in the round summary. |
| void Barotrauma.CrewManager.RemoveCharacterInfo | ( | CharacterInfo | characterInfo | ) |
Remove info of a selected character. The character will not be visible in any menus or the round summary.
| characterInfo |
| void Barotrauma.CrewManager.RenameCharacter | ( | CharacterInfo | characterInfo, |
| string | newName ) |
| void Barotrauma.CrewManager.SaveActiveOrders | ( | XElement | element | ) |
| void Barotrauma.CrewManager.Update | ( | float | deltaTime | ) |
| ReadyCheck Barotrauma.CrewManager.ActiveReadyCheck |
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