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| HumanPrefab (ContentXElement element, ContentFile file, Identifier npcSetIdentifier) |
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IEnumerable< Identifier > | GetTags () |
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IEnumerable< Identifier > | GetModuleFlags () |
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IEnumerable< Identifier > | GetSpawnPointTags () |
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JobPrefab | GetJobPrefab (Rand.RandSync randSync=Rand.RandSync.Unsynced, Func< JobPrefab, bool > predicate=null) |
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void | InitializeCharacter (Character npc, ISpatialEntity positionToStayIn=null) |
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bool | GiveItems (Character character, Submarine submarine, WayPoint spawnPoint, Rand.RandSync randSync=Rand.RandSync.Unsynced, bool createNetworkEvents=true) |
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CharacterInfo | CreateCharacterInfo (Rand.RandSync randSync=Rand.RandSync.Unsynced) |
| Creates a character info from the human prefab. If there are custom character infos defined, those are used, otherwise a randomized info is generated.
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override void | Dispose () |
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| Prefab (ContentFile file, Identifier identifier) |
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| Prefab (ContentFile file, ContentXElement element) |
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void | Dispose () |
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Identifier | Job [get, protected set] |
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float | Commonness [get, protected set] |
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float | HealthMultiplier [get, protected set] |
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float | HealthMultiplierInMultiplayer [get, protected set] |
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float | AimSpeed [get, protected set] |
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float | AimAccuracy [get, protected set] |
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float | SkillMultiplier [get, protected set] |
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int | ExperiencePoints [get] |
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string | Tags [get, set] |
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string | ModuleFlags [get, set] |
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string | SpawnPointTags [get, set] |
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CampaignMode.InteractionType | CampaignInteractionType [get, protected set] |
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AIObjectiveIdle.BehaviorType | Behavior [get, protected set] |
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float | Hearing = 1.0f [get, set] |
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float | ReportRange [get, protected set] |
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float | FindWeaponsRange [get, protected set] |
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Identifier[] | PreferredOutpostModuleTypes [get, protected set] |
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Identifier | Faction [get, set] |
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Identifier | Group [get, set] |
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bool | AllowDraggingIndefinitely [get, set] |
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XElement | Element [get, protected set] |
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UInt32 | UintIdentifier [get, set] |
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ContentPackage? | ContentPackage [get] |
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ContentPath | FilePath [get] |
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◆ HumanPrefab()
◆ CreateCharacterInfo()
CharacterInfo Barotrauma.HumanPrefab.CreateCharacterInfo |
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Rand.RandSync | randSync = Rand::RandSync::Unsynced | ) |
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Creates a character info from the human prefab. If there are custom character infos defined, those are used, otherwise a randomized info is generated.
- Parameters
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- Returns
◆ Dispose()
override void Barotrauma.HumanPrefab.Dispose |
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◆ GetJobPrefab()
JobPrefab Barotrauma.HumanPrefab.GetJobPrefab |
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Rand.RandSync | randSync = Rand::RandSync::Unsynced, |
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Func< JobPrefab, bool > | predicate = null ) |
◆ GetModuleFlags()
IEnumerable< Identifier > Barotrauma.HumanPrefab.GetModuleFlags |
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◆ GetSpawnPointTags()
IEnumerable< Identifier > Barotrauma.HumanPrefab.GetSpawnPointTags |
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◆ GetTags()
IEnumerable< Identifier > Barotrauma.HumanPrefab.GetTags |
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◆ GiveItems()
bool Barotrauma.HumanPrefab.GiveItems |
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Character | character, |
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Submarine | submarine, |
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WayPoint | spawnPoint, |
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Rand.RandSync | randSync = Rand::RandSync::Unsynced, |
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bool | createNetworkEvents = true ) |
◆ InitializeCharacter()
◆ InitializeItem()
◆ CustomCharacterInfos
readonly List<(ContentXElement element, float commonness)> Barotrauma.HumanPrefab.CustomCharacterInfos = new List<(ContentXElement element, float commonness)>() |
◆ ItemSets
◆ NpcSetIdentifier
readonly Identifier Barotrauma.HumanPrefab.NpcSetIdentifier |
◆ AimAccuracy
float Barotrauma.HumanPrefab.AimAccuracy |
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getprotected set |
◆ AimSpeed
float Barotrauma.HumanPrefab.AimSpeed |
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getprotected set |
◆ AllowDraggingIndefinitely
bool Barotrauma.HumanPrefab.AllowDraggingIndefinitely |
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getset |
◆ Behavior
◆ CampaignInteractionType
◆ Commonness
float Barotrauma.HumanPrefab.Commonness |
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getprotected set |
◆ Element
XElement Barotrauma.HumanPrefab.Element |
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getprotected set |
◆ ExperiencePoints
int Barotrauma.HumanPrefab.ExperiencePoints |
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get |
◆ Faction
◆ FindWeaponsRange
float Barotrauma.HumanPrefab.FindWeaponsRange |
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getprotected set |
◆ Group
◆ HealthMultiplier
float Barotrauma.HumanPrefab.HealthMultiplier |
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getprotected set |
◆ HealthMultiplierInMultiplayer
float Barotrauma.HumanPrefab.HealthMultiplierInMultiplayer |
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getprotected set |
◆ Hearing
float Barotrauma.HumanPrefab.Hearing = 1.0f |
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getset |
◆ Job
◆ ModuleFlags
string Barotrauma.HumanPrefab.ModuleFlags |
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getset |
◆ PreferredOutpostModuleTypes
Identifier [] Barotrauma.HumanPrefab.PreferredOutpostModuleTypes |
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getprotected set |
◆ ReportRange
float Barotrauma.HumanPrefab.ReportRange |
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getprotected set |
◆ SkillMultiplier
float Barotrauma.HumanPrefab.SkillMultiplier |
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getprotected set |
◆ SpawnPointTags
string Barotrauma.HumanPrefab.SpawnPointTags |
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getset |
◆ Tags
string Barotrauma.HumanPrefab.Tags |
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getset |
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Characters/HumanPrefab.cs