◆ Connection()
◆ ClearConnections()
void Barotrauma.Items.Components.Connection.ClearConnections |
( |
| ) |
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◆ ConnectWire()
void Barotrauma.Items.Components.Connection.ConnectWire |
( |
Wire | wire | ) |
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◆ DisconnectWire()
void Barotrauma.Items.Components.Connection.DisconnectWire |
( |
Wire | wire | ) |
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◆ FindWireByItem()
Wire Barotrauma.Items.Components.Connection.FindWireByItem |
( |
Item | it | ) |
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◆ InitializeFromLoaded()
void Barotrauma.Items.Components.Connection.InitializeFromLoaded |
( |
| ) |
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◆ IsConnectedToSomething()
bool Barotrauma.Items.Components.Connection.IsConnectedToSomething |
( |
| ) |
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Checks if the the connection is connected to a wire or a circuit box connection.
◆ Save()
void Barotrauma.Items.Components.Connection.Save |
( |
XElement | parentElement | ) |
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◆ SendSignal()
void Barotrauma.Items.Components.Connection.SendSignal |
( |
Signal | signal | ) |
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◆ SendSignalIntoConnection()
static void Barotrauma.Items.Components.Connection.SendSignalIntoConnection |
( |
Signal | signal, |
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Connection | conn ) |
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static |
◆ SetRecipientsDirty()
void Barotrauma.Items.Components.Connection.SetRecipientsDirty |
( |
| ) |
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◆ ToString()
override string Barotrauma.Items.Components.Connection.ToString |
( |
| ) |
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◆ TryAddLink()
bool Barotrauma.Items.Components.Connection.TryAddLink |
( |
Wire | wire | ) |
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◆ WireSlotsAvailable()
bool Barotrauma.Items.Components.Connection.WireSlotsAvailable |
( |
| ) |
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◆ 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
◆ ConnectionPanel
◆ IsPower
bool Barotrauma.Items.Components.Connection.IsPower |
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get |
◆ Item
Item Barotrauma.Items.Components.Connection.Item |
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get |
◆ LastReceivedSignal
Signal Barotrauma.Items.Components.Connection.LastReceivedSignal |
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get |
◆ LastSentSignal
Signal Barotrauma.Items.Components.Connection.LastSentSignal |
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get |
◆ Recipients
List<Connection> Barotrauma.Items.Components.Connection.Recipients |
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get |
◆ Wires
IReadOnlyCollection<Wire> Barotrauma.Items.Components.Connection.Wires |
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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/Items/Components/Signal/Connection.cs