|
| Fabricator (Item item, ContentXElement element) |
|
override void | OnItemLoaded () |
| Called when all the components of the item have been loaded. Use to initialize connections between components and such.
|
|
override bool | Select (Character character) |
|
override bool | Pick (Character picker) |
| a Character has picked the item
|
|
void | RemoveFabricationRecipes (IEnumerable< Identifier > allowedIdentifiers) |
|
override void | Update (float deltaTime, Camera cam) |
|
override float | GetCurrentPowerConsumption (Connection connection=null) |
| Power consumption of the fabricator. Only consume power when active and adjust consumption based on condition.
|
|
readonly record struct | QualityResult (int Quality, bool HasRandomQuality, float PlusOnePercentage, float PlusTwoPercentage) |
|
float | FabricationDegreeOfSuccess (Character character, ImmutableArray< Skill > skills) |
|
override float | GetSkillMultiplier () |
|
override XElement | Save (XElement parentElement) |
|
override void | Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap) |
|
override void | OnMapLoaded () |
| Called when all items have been loaded. Use to initialize connections between items.
|
|
| Powered (Item item, ContentXElement element) |
|
override void | Update (float deltaTime, Camera cam) |
|
override void | OnItemLoaded () |
| Called when all the components of the item have been loaded. Use to initialize connections between components and such.
|
|
virtual PowerRange | MinMaxPowerOut (Connection conn, float load=0) |
| Minimum and maximum power the connection can provide.
|
|
virtual float | GetConnectionPowerOut (Connection conn, float power, PowerRange minMaxPower, float load) |
| Finalize how much power the device will be outputting to the connection.
|
|
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.
|
|
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 bool | Use (float deltaTime, Character character=null) |
|
virtual bool | SecondaryUse (float deltaTime, Character character=null) |
|
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) |
|
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.
|
|
virtual void | FlipX (bool relativeToSub) |
|
virtual void | FlipY (bool relativeToSub) |
|
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 | 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.
|
|
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 | OnScaleChanged () |
|
virtual void | OnInventoryChanged () |
| Called when the item has an ItemContainer and the contents inside of it changed.
|
|
virtual void | Reset () |
|
virtual void | ParseMsg () |
|
virtual bool | ValidateEventData (NetEntityEvent.IData data) |
|
|
float | FabricationSpeed [get, set] |
|
float | SkillRequirementMultiplier [get, set] |
|
int | AmountToFabricate [get, set] |
|
ItemContainer | InputContainer [get] |
|
ItemContainer | OutputContainer [get] |
|
static IEnumerable< Powered > | PoweredList [get] |
|
virtual PowerPriority | Priority [get] |
|
float | MinVoltage [get, set] |
|
float | PowerConsumption [get, set] |
|
override bool | IsActive [get, set] |
|
float | CurrPowerConsumption [get, set] |
|
float | Voltage [get, set] |
|
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.
|
|
bool | PoweredByTinkering [get, set] |
|
bool | VulnerableToEMP [get, set] |
|
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, SerializableProperty > | SerializableProperties [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] |
|