Barotrauma Client
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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...
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. | |
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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< EventAction > | GetSubActions () |
Properties | |
float | DisconnectWireProbability [get, set] |
float | DamageWallProbability [get, set] |
float | DamageDeviceProbability [get, set] |
Additional Inherited Members | |
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static EventAction | Instantiate (ScriptedEvent scriptedEvent, ContentXElement element) |
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readonly ScriptedEvent | ParentEvent |
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void | ApplyTagsToHulls (Entity entity, Identifier hullTag, Identifier linkedHullTag) |
string | GetEventDebugName () |
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.
Barotrauma.DamageBeaconStationAction.DamageBeaconStationAction | ( | ScriptedEvent | parentEvent, |
ContentXElement | element ) |
override bool Barotrauma.DamageBeaconStationAction.IsFinished | ( | ref string | goToLabel | ) |
override void Barotrauma.DamageBeaconStationAction.Reset | ( | ) |
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virtual |
Rich test to display in debugdraw.
Reimplemented from Barotrauma.EventAction.
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virtual |
Reimplemented from Barotrauma.EventAction.
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getset |
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getset |
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getset |