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| | ElectricalDischarger (Item item, ContentXElement element) |
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| override bool | Use (float deltaTime, Character character=null) |
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| override void | Update (float deltaTime, Camera cam) |
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| override float | GetCurrentPowerConsumption (Connection conn=null) |
| | Discharge coil doesn't consume grid power, directly takes from the batteries on its grid instead.
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| override void | UpdateBroken (float deltaTime, Camera cam) |
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| void | FindNodes (Vector2 worldPosition, float range) |
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| override void | ReceiveSignal (Signal signal, Connection connection) |
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| void | ServerEventWrite (IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null) |
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| | Powered (Item item, ContentXElement element) |
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| override void | Update (float deltaTime, Camera cam) |
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| override void | OnItemLoaded () |
| | Called when all the components of the item have been loaded. Use to initialize connections between components and such.
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| virtual PowerRange | MinMaxPowerOut (Connection conn, float load=0) |
| | Minimum and maximum power the connection can provide.
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| virtual float | GetConnectionPowerOut (Connection conn, float power, PowerRange minMaxPower, float load) |
| | Finalize how much power the device will be outputting to the connection.
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| virtual void | GridResolved (Connection conn) |
| | Can be overridden to perform updates for the device after the connected grid has resolved its power calculations, i.e. storing voltage for later updates.
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| readonly record struct | ItemUseInfo (Item Item, Character User) |
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| | ItemComponent (Item item, ContentXElement element) |
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| void | SetRequiredItems (ContentXElement element, bool allowEmpty=false) |
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| virtual void | Move (Vector2 amount, bool ignoreContacts=false) |
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| virtual bool | Pick (Character picker) |
| | a Character has picked the item
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| virtual bool | Select (Character character) |
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| virtual void | Drop (Character dropper, bool setTransform=true) |
| | a Character has dropped the item
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| virtual bool | CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective) |
| | - Returns
- true if the operation was completed
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| virtual bool | SecondaryUse (float deltaTime, Character character=null) |
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| virtual void | Equip (Character character) |
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| virtual void | Unequip (Character character) |
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| virtual bool | Combine (Item item, Character user) |
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| void | Remove () |
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| 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.
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| bool | HasRequiredSkills (Character character) |
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| bool | HasRequiredSkills (Character character, out Skill insufficientSkill) |
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| virtual float | GetSkillMultiplier () |
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| float | DegreeOfSuccess (Character character) |
| | Returns 0.0f-1.0f based on how well the Character can use the itemcomponent.
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| float | DegreeOfSuccess (Character character, List< Skill > requiredSkills) |
| | Returns 0.0f-1.0f based on how well the Character can use the itemcomponent.
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| virtual void | FlipX (bool relativeToSub) |
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| virtual void | FlipY (bool relativeToSub) |
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| 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.
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| bool | HasRequiredContainedItems (Character user, bool addMessage, LocalizedString msg=null) |
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| virtual 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.
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| virtual bool | HasRequiredItems (Character character, bool addMessage, LocalizedString msg=null) |
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| 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) |
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| virtual void | Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap) |
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| virtual void | OnMapLoaded () |
| | Called when all items have been loaded. Use to initialize connections between items.
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| virtual void | OnScaleChanged () |
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| virtual void | OnInventoryChanged () |
| | Called when the item has an ItemContainer and the contents inside of it changed.
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| virtual XElement | Save (XElement parentElement) |
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| virtual void | Reset () |
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| virtual void | ParseMsg () |
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| virtual bool | ValidateEventData (NetEntityEvent.IData data) |
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| static IEnumerable< ElectricalDischarger > | List [get] |
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| override bool | IsActive [get, set] |
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| float | Range [get, set] |
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| float | RangeMultiplierInWalls [get, set] |
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| float | RaycastRange [get, set] |
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| float | Duration [get, set] |
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| float | Reload [get, set] |
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| bool | OutdoorsOnly [get, set] |
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| bool | IgnoreUser [get, set] |
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| IEnumerable< Node > | Nodes [get] |
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| static IEnumerable< Powered > | PoweredList [get] |
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| virtual PowerPriority | Priority [get] |
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| float | MinVoltage [get, set] |
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| float | PowerConsumption [get, set] |
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| override bool | IsActive [get, set] |
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| float | CurrPowerConsumption [get, set] |
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| float | Voltage [get, set] |
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| float | RelativeVoltage [get] |
| | Essentially Voltage / MinVoltage (= how much of the minimum required voltage has been satisfied), clamped between 0 and 1. Can be used by status effects or sounds to check if the item has enough power to run.
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| bool | PoweredByTinkering [get, set] |
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| bool | VulnerableToEMP [get, set] |
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| ItemComponent | Parent [get, set] |
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| bool | InheritParentIsActive [get, set] |
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| 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.
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| 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.
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| float | PickingTime [get, set] |
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| string | PickingMsg [get, set] |
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| Dictionary< Identifier, SerializableProperty > | SerializableProperties [get, protected set] |
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| virtual bool | IsActive [get, set] |
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| PropertyConditional.LogicalOperatorType | IsActiveConditionalComparison [get, set] |
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| bool | Drawable [get, set] |
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| bool | CanBePicked [get, set] |
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| bool | DrawHudWhenEquipped [get, protected set] |
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| bool | LockGuiFramePosition [get, set] |
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| Point | GuiFrameOffset [get, set] |
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| bool | CanBeSelected [get, set] |
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| bool | CanBeCombined [get, set] |
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| bool | RemoveOnCombined [get, set] |
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| bool | CharacterUsable [get, set] |
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| bool | AllowInGameEditing [get, set] |
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| InputType | PickKey [get, protected set] |
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| InputType | SelectKey [get, protected set] |
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| bool | DeleteOnUse [get, set] |
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| Item | Item [get] |
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| string | Name [get] |
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| string | Msg [get, set] |
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| LocalizedString | DisplayMsg [get, set] |
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| float | CombatPriority [get] |
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| 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.
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| float | Speed [get] |
| | Can be used by status effects or conditionals to the speed of the item.
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| virtual bool | UpdateWhenInactive [get] |
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