Barotrauma Client
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Explosions are area of effect attacks that can damage characters, items and structures. More...
Public Member Functions | |
Explosion (float range, float force, float damage, float structureDamage, float itemDamage, float empStrength=0.0f, float ballastFloraStrength=0.0f) | |
Explosion (ContentXElement element, string parentDebugName) | |
void | DisableParticles () |
void | Explode (Vector2 worldPosition, Entity damageSource, Character attacker=null) |
Static Public Member Functions | |
static Dictionary< Structure, float > | RangedStructureDamage (Vector2 worldPosition, float worldRange, float damage, float levelWallDamage, Character attacker=null, IEnumerable< Submarine > ignoredSubmarines=null, bool emitWallDamageParticles=true, bool createWallDamageProjectiles=false, bool distanceFalloff=true) |
Returns a dictionary where the keys are the structures that took damage and the values are the amount of damage taken. | |
static void | RangedBallastFloraDamage (Vector2 worldPosition, float worldRange, float damage, Character attacker=null, bool distanceFalloff=true) |
Public Attributes | |
readonly Attack | Attack |
IEnumerable< Structure > | IgnoredCover |
Structures that don't count as "cover" that reduces damage from the explosion. Only relevant if IgnoreCover is set to false. | |
bool | OnlyInside |
Whether the explosion only affects characters inside a submarine. | |
bool | OnlyOutside |
Whether the explosion only affects characters outside a submarine. | |
bool | PlayDamageSounds |
Should the normal damage sounds be played when the explosion damages something. Usually disabled. | |
readonly HashSet< Submarine > | IgnoredSubmarines = new HashSet<Submarine>() |
readonly HashSet< Character > | IgnoredCharacters = new HashSet<Character>() |
Properties | |
float | CameraShake [get, set] |
Intensity of the screen shake effect. | |
float | CameraShakeRange [get, set] |
How far away does the camera shake effect reach. | |
bool | IgnoreCover [get, set] |
When set to true, the explosion don't deal less damage when the target is behind a solid object. | |
bool | DistanceFalloff = true [get, set] |
Does the damage from the explosion decrease with distance from the origin of the explosion? | |
float | EmpStrength [get, set] |
Strength of the EMP effect created by the explosion. | |
float | BallastFloraDamage [get, set] |
How much damage the explosion does to ballast flora. | |
Explosions are area of effect attacks that can damage characters, items and structures.
<doc> <Field Identifier="showEffects" Type="bool" DefaultValue="true"> Used to enable all particle effects without having to specify them one by one. </Field> </doc>
Barotrauma.Explosion.Explosion | ( | float | range, |
float | force, | ||
float | damage, | ||
float | structureDamage, | ||
float | itemDamage, | ||
float | empStrength = 0::0f, | ||
float | ballastFloraStrength = 0::0f ) |
Barotrauma.Explosion.Explosion | ( | ContentXElement | element, |
string | parentDebugName ) |
void Barotrauma.Explosion.DisableParticles | ( | ) |
void Barotrauma.Explosion.Explode | ( | Vector2 | worldPosition, |
Entity | damageSource, | ||
Character | attacker = null ) |
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Returns a dictionary where the keys are the structures that took damage and the values are the amount of damage taken.
readonly Attack Barotrauma.Explosion.Attack |
IEnumerable<Structure> Barotrauma.Explosion.IgnoredCover |
Structures that don't count as "cover" that reduces damage from the explosion. Only relevant if IgnoreCover is set to false.
bool Barotrauma.Explosion.OnlyInside |
Whether the explosion only affects characters inside a submarine.
bool Barotrauma.Explosion.OnlyOutside |
Whether the explosion only affects characters outside a submarine.
bool Barotrauma.Explosion.PlayDamageSounds |
Should the normal damage sounds be played when the explosion damages something. Usually disabled.
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getset |
How much damage the explosion does to ballast flora.
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getset |
Intensity of the screen shake effect.
<doc> <override type="DefaultValue"> 10% of the range if showEffects is true, 0 otherwise. </override> </doc>
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getset |
How far away does the camera shake effect reach.
<doc> <override type="DefaultValue"> Same as attack range if showEffects is true, 0 otherwise. </override> </doc>
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getset |
Does the damage from the explosion decrease with distance from the origin of the explosion?
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getset |
Strength of the EMP effect created by the explosion.
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getset |
When set to true, the explosion don't deal less damage when the target is behind a solid object.