Barotrauma Client
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Barotrauma.Items.Components.Connection Class Reference

Public Member Functions

override string ToString ()
 
 Connection (ContentXElement element, ConnectionPanel connectionPanel, IdRemap idRemap)
 
bool IsConnectedToSomething ()
 Checks if the the connection is connected to a wire or a circuit box connection.
 
void SetRecipientsDirty ()
 
Wire FindWireByItem (Item it)
 
bool WireSlotsAvailable ()
 
bool TryAddLink (Wire wire)
 
void DisconnectWire (Wire wire)
 
void ConnectWire (Wire wire)
 
void SendSignal (Signal signal)
 
void ClearConnections ()
 
void InitializeFromLoaded ()
 
void Save (XElement parentElement)
 

Static Public Member Functions

static void SendSignalIntoConnection (Signal signal, Connection conn)
 

Public Attributes

readonly int MaxPlayerConnectableWires = 5
 
readonly int MaxWires = 5
 
readonly string Name
 
readonly LocalizedString DisplayName
 
List< CircuitBoxConnection > CircuitBoxConnections = new()
 Circuit box input and output connections that are linked to this connection.
 
readonly bool IsOutput
 
readonly List< StatusEffectEffects
 
readonly List<(ushort wireId, int? connectionIndex)> LoadedWires
 
GridInfo Grid
 
PowerPriority Priority = PowerPriority.Default
 

Properties

IReadOnlyCollection< WireWires [get]
 
Signal LastSentSignal [get]
 
Signal LastReceivedSignal [get]
 
bool IsPower [get]
 
List< ConnectionRecipients [get]
 
Item Item [get]
 
ConnectionPanel ConnectionPanel [get]
 

Constructor & Destructor Documentation

◆ Connection()

Barotrauma.Items.Components.Connection.Connection ( ContentXElement element,
ConnectionPanel connectionPanel,
IdRemap idRemap )

Member Function Documentation

◆ ClearConnections()

void Barotrauma.Items.Components.Connection.ClearConnections ( )

◆ ConnectWire()

void Barotrauma.Items.Components.Connection.ConnectWire ( Wire wire)

◆ DisconnectWire()

void Barotrauma.Items.Components.Connection.DisconnectWire ( Wire wire)

◆ FindWireByItem()

Wire Barotrauma.Items.Components.Connection.FindWireByItem ( Item it)

◆ InitializeFromLoaded()

void Barotrauma.Items.Components.Connection.InitializeFromLoaded ( )

◆ IsConnectedToSomething()

bool Barotrauma.Items.Components.Connection.IsConnectedToSomething ( )

Checks if the the connection is connected to a wire or a circuit box connection.

◆ Save()

void Barotrauma.Items.Components.Connection.Save ( XElement parentElement)

◆ SendSignal()

void Barotrauma.Items.Components.Connection.SendSignal ( Signal signal)

◆ SendSignalIntoConnection()

static void Barotrauma.Items.Components.Connection.SendSignalIntoConnection ( Signal signal,
Connection conn )
static

◆ SetRecipientsDirty()

void Barotrauma.Items.Components.Connection.SetRecipientsDirty ( )

◆ ToString()

override string Barotrauma.Items.Components.Connection.ToString ( )

◆ TryAddLink()

bool Barotrauma.Items.Components.Connection.TryAddLink ( Wire wire)

◆ WireSlotsAvailable()

bool Barotrauma.Items.Components.Connection.WireSlotsAvailable ( )

Member Data Documentation

◆ CircuitBoxConnections

List<CircuitBoxConnection> Barotrauma.Items.Components.Connection.CircuitBoxConnections = new()

Circuit box input and output connections that are linked to this connection.

We don't want to create a wire between the circuit boxes connection panel and the connection panel of the item inside the circuit box so we use this to bridge the gap.

◆ DisplayName

readonly LocalizedString Barotrauma.Items.Components.Connection.DisplayName

◆ Effects

readonly List<StatusEffect> Barotrauma.Items.Components.Connection.Effects

◆ Grid

GridInfo Barotrauma.Items.Components.Connection.Grid

◆ IsOutput

readonly bool Barotrauma.Items.Components.Connection.IsOutput

◆ LoadedWires

readonly List<(ushort wireId, int? connectionIndex)> Barotrauma.Items.Components.Connection.LoadedWires

◆ MaxPlayerConnectableWires

readonly int Barotrauma.Items.Components.Connection.MaxPlayerConnectableWires = 5

◆ MaxWires

readonly int Barotrauma.Items.Components.Connection.MaxWires = 5

◆ Name

readonly string Barotrauma.Items.Components.Connection.Name

◆ Priority

PowerPriority Barotrauma.Items.Components.Connection.Priority = PowerPriority.Default

Property Documentation

◆ ConnectionPanel

ConnectionPanel Barotrauma.Items.Components.Connection.ConnectionPanel
get

◆ IsPower

bool Barotrauma.Items.Components.Connection.IsPower
get

◆ Item

Item Barotrauma.Items.Components.Connection.Item
get

◆ LastReceivedSignal

Signal Barotrauma.Items.Components.Connection.LastReceivedSignal
get

◆ LastSentSignal

Signal Barotrauma.Items.Components.Connection.LastSentSignal
get

◆ Recipients

List<Connection> Barotrauma.Items.Components.Connection.Recipients
get

◆ Wires

IReadOnlyCollection<Wire> Barotrauma.Items.Components.Connection.Wires
get

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