Barotrauma Client
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Barotrauma.Items.Components.Controller Class Reference
Inheritance diagram for Barotrauma.Items.Components.Controller:
Barotrauma.Items.Components.ItemComponent Barotrauma.Networking.IServerSerializable Barotrauma.ISerializableEntity Barotrauma.Networking.INetSerializable

Public Types

enum  UseEnvironment { Air , Water , Both }
 

Public Member Functions

 Controller (Item item, ContentXElement element)
 
override void Update (float deltaTime, Camera cam)
 
override bool Use (float deltaTime, Character activator=null)
 
override bool SecondaryUse (float deltaTime, Character character=null)
 
Item GetFocusTarget ()
 
override bool Pick (Character picker)
 a Character has picked the item
 
override bool Select (Character activator)
 
override void FlipX (bool relativeToSub)
 
override void FlipY (bool relativeToSub)
 
override bool HasAccess (Character character)
 Only checks if any of the Picked requirements are matched (used for checking id card(s)). Much simpler and a bit different than HasRequiredItems.
 
override XElement Save (XElement parentElement)
 
override void Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap)
 
override void OnItemLoaded ()
 Called when all the components of the item have been loaded. Use to initialize connections between components and such.
 
override void Reset ()
 
- Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
readonly record struct ItemUseInfo (Item Item, Character User)
 
 ItemComponent (Item item, ContentXElement element)
 
void SetRequiredItems (ContentXElement element, bool allowEmpty=false)
 
virtual void Move (Vector2 amount, bool ignoreContacts=false)
 
virtual void Drop (Character dropper, bool setTransform=true)
 a Character has dropped the item
 
virtual bool CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective)
 
Returns
true if the operation was completed

 
virtual void UpdateBroken (float deltaTime, Camera cam)
 
virtual void Equip (Character character)
 
virtual void Unequip (Character character)
 
virtual void ReceiveSignal (Signal signal, Connection connection)
 
virtual bool Combine (Item item, Character user)
 
void Remove ()
 
void ShallowRemove ()
 Remove the component so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) but don't reset anything that's required for cloning the item.
 
bool HasRequiredSkills (Character character)
 
bool HasRequiredSkills (Character character, out Skill insufficientSkill)
 
virtual float GetSkillMultiplier ()
 
float DegreeOfSuccess (Character character)
 Returns 0.0f-1.0f based on how well the Character can use the itemcomponent.
 
float DegreeOfSuccess (Character character, List< Skill > requiredSkills)
 Returns 0.0f-1.0f based on how well the Character can use the itemcomponent.
 
bool IsEmpty (Character user)
 Returns true if the item is lacking required contained items, or if there's nothing with a non-zero condition inside.
 
bool HasRequiredContainedItems (Character user, bool addMessage, LocalizedString msg=null)
 
virtual bool HasRequiredItems (Character character, bool addMessage, LocalizedString msg=null)
 
void ApplyStatusEffects (ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float afflictionMultiplier=1.0f)
 
virtual void OnMapLoaded ()
 Called when all items have been loaded. Use to initialize connections between items.
 
virtual void OnScaleChanged ()
 
virtual void OnInventoryChanged ()
 Called when the item has an ItemContainer and the contents inside of it changed.
 
virtual void ParseMsg ()
 
virtual bool ValidateEventData (NetEntityEvent.IData data)
 

Properties

Direction Direction [get]
 
Vector2 UserPos [get, set]
 
Character User [get]
 
IEnumerable< LimbPosLimbPositions [get]
 
bool IsToggle [get, set]
 
string Output [get, set]
 
string FalseOutput [get, set]
 
bool State [get, set]
 
bool HideHUD [get, set]
 
UseEnvironment UsableIn [get, set]
 
bool DrawUserBehind [get, set]
 
bool AllowSelectingWhenSelectedByOther [get, set]
 
bool AllowSelectingWhenSelectedByBot [get, set]
 
bool ControlCharacterPose [get]
 
bool UserInCorrectPosition [get]
 
bool AllowAiming = true [get]
 
bool NonInteractableWhenFlippedX [get, set]
 
bool NonInteractableWhenFlippedY [get, set]
 
bool IsSecondaryItem [get]
 
- Properties inherited from Barotrauma.Items.Components.ItemComponent
ItemComponent Parent [get, set]
 
bool InheritParentIsActive [get, set]
 
virtual bool DontTransferInventoryBetweenSubs [get]
 If enabled, the contents of the item are not transferred when the player transfers items between subs. Use this if this component uses item containers in a way where removing the item from the container via external means would cause problems.
 
virtual bool DisallowSellingItemsFromContainer [get]
 If enabled, the items inside any of the item containers on this item cannot be sold at an outpost. Use in similar cases as DontTransferInventoryBetweenSubs.
 
float PickingTime [get, set]
 
string PickingMsg [get, set]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get, protected set]
 
virtual bool IsActive [get, set]
 
PropertyConditional.LogicalOperatorType IsActiveConditionalComparison [get, set]
 
bool Drawable [get, set]
 
bool CanBePicked [get, set]
 
bool DrawHudWhenEquipped [get, protected set]
 
bool LockGuiFramePosition [get, set]
 
Point GuiFrameOffset [get, set]
 
bool CanBeSelected [get, set]
 
bool CanBeCombined [get, set]
 
bool RemoveOnCombined [get, set]
 
bool CharacterUsable [get, set]
 
bool AllowInGameEditing [get, set]
 
InputType PickKey [get, protected set]
 
InputType SelectKey [get, protected set]
 
bool DeleteOnUse [get, set]
 
Item Item [get]
 
string Name [get]
 
string Msg [get, set]
 
LocalizedString DisplayMsg [get, set]
 
float CombatPriority [get]
 
int ManuallySelectedSound [get]
 Which sound should be played when manual sound selection type is selected? Not [Editable] because we don't want this visible in the editor for every component.
 
float Speed [get]
 Can be used by status effects or conditionals to the speed of the item.
 
virtual bool UpdateWhenInactive [get]
 
- Properties inherited from Barotrauma.ISerializableEntity

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
static ItemComponent Load (ContentXElement element, Item item, bool errorMessages=true)
 
- Public Attributes inherited from Barotrauma.Items.Components.ItemComponent
bool WasUsed
 
bool WasSecondaryUsed
 
readonly Dictionary< ActionType, List< StatusEffect > > statusEffectLists
 
Dictionary< RelatedItem.RelationType, List< RelatedItem > > RequiredItems
 
readonly List< RelatedItemDisabledRequiredItems = new List<RelatedItem>()
 
readonly List< SkillRequiredSkills = new List<Skill>()
 
readonly ContentXElement originalElement
 
Action< bool > OnActiveStateChanged
 
List< PropertyConditionalIsActiveConditionals
 
readonly NamedEvent< ItemUseInfoOnUsed = new()
 
readonly bool InheritStatusEffects
 
- Protected Member Functions inherited from Barotrauma.Items.Components.ItemComponent
virtual void ShallowRemoveComponentSpecific ()
 
virtual void RemoveComponentSpecific ()
 
string GetTextureDirectory (ContentXElement subElement)
 
ExtractEventData< T > (NetEntityEvent.IData data)
 
bool TryExtractEventData< T > (NetEntityEvent.IData data, out T componentData)
 
AIObjectiveContainItem AIContainItems< T > (ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false)
 
- Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
Item item
 
string name
 
bool characterUsable
 
bool canBePicked
 
bool canBeSelected
 
bool canBeCombined
 
bool removeOnCombined
 
CoroutineHandle delayedCorrectionCoroutine
 
float aiUpdateTimer
 
- Static Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
const float CorrectionDelay = 1.0f
 
const float AIUpdateInterval = 0.2f
 

Member Enumeration Documentation

◆ UseEnvironment

Enumerator
Air 
Water 
Both 

Constructor & Destructor Documentation

◆ Controller()

Barotrauma.Items.Components.Controller.Controller ( Item item,
ContentXElement element )

Member Function Documentation

◆ FlipX()

override void Barotrauma.Items.Components.Controller.FlipX ( bool relativeToSub)
virtual

◆ FlipY()

override void Barotrauma.Items.Components.Controller.FlipY ( bool relativeToSub)
virtual

◆ GetFocusTarget()

Item Barotrauma.Items.Components.Controller.GetFocusTarget ( )

◆ HasAccess()

override bool Barotrauma.Items.Components.Controller.HasAccess ( Character character)
virtual

Only checks if any of the Picked requirements are matched (used for checking id card(s)). Much simpler and a bit different than HasRequiredItems.

Reimplemented from Barotrauma.Items.Components.ItemComponent.

◆ Load()

override void Barotrauma.Items.Components.Controller.Load ( ContentXElement componentElement,
bool usePrefabValues,
IdRemap idRemap,
bool isItemSwap )
virtual

◆ OnItemLoaded()

override void Barotrauma.Items.Components.Controller.OnItemLoaded ( )
virtual

Called when all the components of the item have been loaded. Use to initialize connections between components and such.

Reimplemented from Barotrauma.Items.Components.ItemComponent.

◆ Pick()

override bool Barotrauma.Items.Components.Controller.Pick ( Character picker)
virtual

a Character has picked the item

Reimplemented from Barotrauma.Items.Components.ItemComponent.

◆ Reset()

override void Barotrauma.Items.Components.Controller.Reset ( )
virtual

◆ Save()

override XElement Barotrauma.Items.Components.Controller.Save ( XElement parentElement)
virtual

◆ SecondaryUse()

override bool Barotrauma.Items.Components.Controller.SecondaryUse ( float deltaTime,
Character character = null )
virtual

◆ Select()

override bool Barotrauma.Items.Components.Controller.Select ( Character activator)
virtual

◆ Update()

override void Barotrauma.Items.Components.Controller.Update ( float deltaTime,
Camera cam )
virtual

◆ Use()

override bool Barotrauma.Items.Components.Controller.Use ( float deltaTime,
Character activator = null )
virtual

Property Documentation

◆ AllowAiming

bool Barotrauma.Items.Components.Controller.AllowAiming = true
get

◆ AllowSelectingWhenSelectedByBot

bool Barotrauma.Items.Components.Controller.AllowSelectingWhenSelectedByBot
getset

◆ AllowSelectingWhenSelectedByOther

bool Barotrauma.Items.Components.Controller.AllowSelectingWhenSelectedByOther
getset

◆ ControlCharacterPose

bool Barotrauma.Items.Components.Controller.ControlCharacterPose
get

◆ Direction

Direction Barotrauma.Items.Components.Controller.Direction
get

◆ DrawUserBehind

bool Barotrauma.Items.Components.Controller.DrawUserBehind
getset

◆ FalseOutput

string Barotrauma.Items.Components.Controller.FalseOutput
getset

◆ HideHUD

bool Barotrauma.Items.Components.Controller.HideHUD
getset

◆ IsSecondaryItem

bool Barotrauma.Items.Components.Controller.IsSecondaryItem
get

◆ IsToggle

bool Barotrauma.Items.Components.Controller.IsToggle
getset

◆ LimbPositions

IEnumerable<LimbPos> Barotrauma.Items.Components.Controller.LimbPositions
get

◆ NonInteractableWhenFlippedX

bool Barotrauma.Items.Components.Controller.NonInteractableWhenFlippedX
getset

◆ NonInteractableWhenFlippedY

bool Barotrauma.Items.Components.Controller.NonInteractableWhenFlippedY
getset

◆ Output

string Barotrauma.Items.Components.Controller.Output
getset

◆ State

bool Barotrauma.Items.Components.Controller.State
getset

◆ UsableIn

UseEnvironment Barotrauma.Items.Components.Controller.UsableIn
getset

◆ User

Character Barotrauma.Items.Components.Controller.User
get

◆ UserInCorrectPosition

bool Barotrauma.Items.Components.Controller.UserInCorrectPosition
get

◆ UserPos

Vector2 Barotrauma.Items.Components.Controller.UserPos
getset

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