◆ NetworkEventType
Enumerator |
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CONVERSATION | |
CONVERSATION_SELECTED_OPTION | |
STATUSEFFECT | |
MISSION | |
UNLOCKPATH | |
EVENTLOG | |
EVENTOBJECTIVE | |
◆ EventManager()
Barotrauma.EventManager.EventManager |
( |
| ) |
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◆ ActivateEvent()
void Barotrauma.EventManager.ActivateEvent |
( |
Event | newEvent | ) |
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◆ AddTimeStamp()
void Barotrauma.EventManager.AddTimeStamp |
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Event | e | ) |
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◆ ClearEvents()
void Barotrauma.EventManager.ClearEvents |
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| ) |
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◆ EndRound()
void Barotrauma.EventManager.EndRound |
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| ) |
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◆ EntitySpawned()
void Barotrauma.EventManager.EntitySpawned |
( |
Entity | entity | ) |
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◆ GetFilesToPreload()
IEnumerable< ContentFile > Barotrauma.EventManager.GetFilesToPreload |
( |
| ) |
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◆ GetRefEntity()
Get the entity that should be used in determining how far the player has progressed in the level. = The submarine or player character that has progressed the furthest.
◆ IsLevelSuitable()
static bool Barotrauma.EventManager.IsLevelSuitable |
( |
EventPrefab | e, |
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Level | level ) |
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static |
◆ IsSuitable()
◆ Load()
void Barotrauma.EventManager.Load |
( |
XElement | element | ) |
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◆ PreloadContent()
void Barotrauma.EventManager.PreloadContent |
( |
IEnumerable< ContentFile > | contentFiles | ) |
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◆ RegisterEventHistory()
void Barotrauma.EventManager.RegisterEventHistory |
( |
bool | registerFinishedOnly = false | ) |
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Registers the exhaustible events in the level as exhausted, and adds the current events to the event history.
◆ Save()
XElement Barotrauma.EventManager.Save |
( |
| ) |
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◆ SkipEventCooldown()
void Barotrauma.EventManager.SkipEventCooldown |
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| ) |
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◆ StartRound()
void Barotrauma.EventManager.StartRound |
( |
Level | level | ) |
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◆ TriggerOnEndRoundActions()
void Barotrauma.EventManager.TriggerOnEndRoundActions |
( |
| ) |
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◆ Update()
void Barotrauma.EventManager.Update |
( |
float | deltaTime | ) |
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◆ CumulativeMonsterStrengthCaves
float Barotrauma.EventManager.CumulativeMonsterStrengthCaves |
◆ CumulativeMonsterStrengthMain
float Barotrauma.EventManager.CumulativeMonsterStrengthMain |
◆ CumulativeMonsterStrengthRuins
float Barotrauma.EventManager.CumulativeMonsterStrengthRuins |
◆ CumulativeMonsterStrengthWrecks
float Barotrauma.EventManager.CumulativeMonsterStrengthWrecks |
◆ Enabled
bool Barotrauma.EventManager.Enabled = true |
◆ EventLog
◆ IntensityUpdateInterval
readonly record struct NetEventLogEntry (Identifier EventPrefabId, Identifier LogEntryId, string Text) [NetworkSerialize] readonly record struct const NetEventObjective ( EventObjectiveAction.SegmentActionType Type, Identifier Identifier, Identifier ObjectiveTag, Identifier TextTag, Identifier ParentObjectiveId, bool CanBeCompleted) float Barotrauma.EventManager.IntensityUpdateInterval = 5.0f |
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static |
◆ QueuedEvents
readonly Queue<Event> Barotrauma.EventManager.QueuedEvents = new Queue<Event>() |
◆ QueuedEventsForNextRound
readonly Queue<Identifier> Barotrauma.EventManager.QueuedEventsForNextRound = new Queue<Identifier>() |
◆ ActiveEvents
IEnumerable<Event> Barotrauma.EventManager.ActiveEvents |
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get |
◆ CurrentIntensity
float Barotrauma.EventManager.CurrentIntensity |
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get |
◆ MusicIntensity
float Barotrauma.EventManager.MusicIntensity |
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get |
◆ RandomSeed
int Barotrauma.EventManager.RandomSeed |
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get |
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Events/EventManager.cs