Barotrauma Client
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Barotrauma.DamageBeaconStationAction Class Reference

Can be used to disconnect wires and break devices and walls in beacon stations. Useful if you want the beacon to be in tact by default, and use events to determine whether it should be e.g. manned by bandits, or destroyed and infested by monsters. More...

Inheritance diagram for Barotrauma.DamageBeaconStationAction:
Barotrauma.EventAction

Public Member Functions

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

Properties

float DisconnectWireProbability [get, set]
 
float DamageWallProbability [get, set]
 
float DamageDeviceProbability [get, set]
 

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.EventAction
static EventAction Instantiate (ScriptedEvent scriptedEvent, ContentXElement element)
 
- Public Attributes inherited from Barotrauma.EventAction
readonly ScriptedEvent ParentEvent
 
- Protected Member Functions inherited from Barotrauma.EventAction
void ApplyTagsToHulls (Entity entity, Identifier hullTag, Identifier linkedHullTag)
 
string GetEventDebugName ()
 

Detailed Description

Can be used to disconnect wires and break devices and walls in beacon stations. Useful if you want the beacon to be in tact by default, and use events to determine whether it should be e.g. manned by bandits, or destroyed and infested by monsters.

Constructor & Destructor Documentation

◆ DamageBeaconStationAction()

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

Member Function Documentation

◆ IsFinished()

override bool Barotrauma.DamageBeaconStationAction.IsFinished ( ref string goToLabel)

◆ Reset()

override void Barotrauma.DamageBeaconStationAction.Reset ( )

◆ ToDebugString()

override string Barotrauma.DamageBeaconStationAction.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.
Definition DamageBeaconStationAction.cs:51
Returns

Reimplemented from Barotrauma.EventAction.

◆ Update()

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

Reimplemented from Barotrauma.EventAction.

Property Documentation

◆ DamageDeviceProbability

float Barotrauma.DamageBeaconStationAction.DamageDeviceProbability
getset

◆ DamageWallProbability

float Barotrauma.DamageBeaconStationAction.DamageWallProbability
getset

◆ DisconnectWireProbability

float Barotrauma.DamageBeaconStationAction.DisconnectWireProbability
getset

The documentation for this class was generated from the following file: