|
| | 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] |
| |