Barotrauma Client
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Barotrauma.Items.Components.MeleeWeapon Class Reference
Inheritance diagram for Barotrauma.Items.Components.MeleeWeapon:
Barotrauma.Items.Components.Holdable Barotrauma.Items.Components.Pickable Barotrauma.Networking.IServerSerializable Barotrauma.Networking.IClientSerializable Barotrauma.Items.Components.ItemComponent Barotrauma.Networking.IServerSerializable Barotrauma.Networking.INetSerializable Barotrauma.Networking.INetSerializable Barotrauma.ISerializableEntity Barotrauma.Networking.INetSerializable

Public Member Functions

 MeleeWeapon (Item item, ContentXElement element)
 
override void Equip (Character character)
 
override bool Use (float deltaTime, Character character=null)
 
override bool SecondaryUse (float deltaTime, Character character=null)
 
override void Drop (Character dropper, bool setTransform=true)
 a Character has dropped the item
 
override void UpdateBroken (float deltaTime, Camera cam)
 
override void Update (float deltaTime, Camera cam)
 
- Public Member Functions inherited from Barotrauma.Items.Components.Holdable
 Holdable (Item item, ContentXElement element)
 
override void Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap)
 
override void Unequip (Character character)
 
bool CanBeAttached (Character user)
 
bool CanBeDeattached ()
 
override bool Pick (Character picker)
 a Character has picked the item
 
override bool OnPicked (Character picker)
 
void AttachToWall ()
 
void DeattachFromWall ()
 
override void ParseMsg ()
 
Rope GetRope ()
 
void UpdateSwingPos (float deltaTime, out Vector2 swingPos)
 
override void ReceiveSignal (Signal signal, Connection connection)
 
override void FlipX (bool relativeToSub)
 
override void OnItemLoaded ()
 Called when all the components of the item have been loaded. Use to initialize connections between components and such.
 
override void OnMapLoaded ()
 Called when all items have been loaded. Use to initialize connections between items.
 
override XElement Save (XElement parentElement)
 
- Public Member Functions inherited from Barotrauma.Items.Components.Pickable
 Pickable (Item item, ContentXElement element)
 
override bool Pick (Character picker)
 a Character has picked the item
 
virtual bool OnPicked (Character picker, bool pickDroppedStack)
 
override void Drop (Character dropper, bool setTransform=true)
 a Character has dropped the item
 
virtual void ServerEventWrite (IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null)
 
virtual void ClientEventRead (IReadMessage msg, float sendingTime)
 
- 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 bool Select (Character character)
 
virtual bool CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective)
 
Returns
true if the operation was completed

 
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.
 
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 bool ValidateEventData (NetEntityEvent.IData data)
 

Public Attributes

readonly ImmutableHashSet< Identifier > PreferredContainedItems
 Defines items that boost the weapon functionality, like battery cell for stun batons.
 
- Public Attributes inherited from Barotrauma.Items.Components.Holdable
readonly ImmutableDictionary< StatTypes, float > HoldableStatValues
 
- 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
 

Properties

Attack Attack [get]
 
Character User [get]
 
float Range [get, set]
 
float Reload [get, set]
 
bool AllowHitMultiple [get, set]
 
bool HitOnlyCharacters [get, set]
 
bool Swing [get, set]
 
Vector2 SwingPos [get, set]
 
Vector2 SwingForce [get, set]
 
bool Hitting [get]
 
- Properties inherited from Barotrauma.Items.Components.Holdable
override bool IsAttached [get]
 
PhysicsBody Pusher [get]
 
bool CanPush [get, set]
 
PhysicsBody Body [get]
 
bool Attached [get, set]
 
bool Aimable [get, set]
 
bool ControlPose [get, set]
 
bool UseHandRotationForHoldAngle [get, set]
 
bool Attachable [get, set]
 
bool Reattachable [get, set]
 
bool LimitedAttachable [get, set]
 
bool AttachedByDefault [get, set]
 
Vector2 HoldPos [get, set]
 
Vector2 AimPos [get, set]
 
float HoldAngle [get, set]
 
float AimAngle [get, set]
 
Vector2 SwingAmount [get, set]
 
float SwingSpeed [get, set]
 
bool SwingWhenHolding [get, set]
 
bool SwingWhenAiming [get, set]
 
bool SwingWhenUsing [get, set]
 
bool DisableHeadRotation [get, set]
 
bool DisableWhenRangedWeaponEquipped [get, set]
 
float SpriteDepthWhenDropped [get, set]
 
- Properties inherited from Barotrauma.Items.Components.Pickable
virtual bool IsAttached [get]
 
List< InvSlotTypeAllowedSlots [get]
 
bool PickingDone [get]
 
Character Picker [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)
 
- Protected Member Functions inherited from Barotrauma.Items.Components.Holdable
bool UsageDisabledByRangedWeapon (Character character)
 
override void RemoveComponentSpecific ()
 
- Protected Member Functions inherited from Barotrauma.Items.Components.Pickable
void StopPicking (Character picker)
 
void DropConnectedWires (Character character)
 
- Protected Member Functions inherited from Barotrauma.Items.Components.ItemComponent
virtual void ShallowRemoveComponentSpecific ()
 
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.Holdable
Vector2[] handlePos
 
Vector2 holdPos
 
Vector2 aimPos
 
float holdAngle
 
float aimAngle
 
- Protected Attributes inherited from Barotrauma.Items.Components.Pickable
Character picker
 
List< InvSlotTypeallowedSlots
 
- 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
 

Constructor & Destructor Documentation

◆ MeleeWeapon()

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

Member Function Documentation

◆ Drop()

override void Barotrauma.Items.Components.MeleeWeapon.Drop ( Character dropper,
bool setTransform = true )
virtual

a Character has dropped the item

Reimplemented from Barotrauma.Items.Components.Holdable.

◆ Equip()

override void Barotrauma.Items.Components.MeleeWeapon.Equip ( Character character)
virtual

◆ SecondaryUse()

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

◆ Update()

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

◆ UpdateBroken()

override void Barotrauma.Items.Components.MeleeWeapon.UpdateBroken ( float deltaTime,
Camera cam )
virtual

◆ Use()

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

Member Data Documentation

◆ PreferredContainedItems

readonly ImmutableHashSet<Identifier> Barotrauma.Items.Components.MeleeWeapon.PreferredContainedItems

Defines items that boost the weapon functionality, like battery cell for stun batons.

Property Documentation

◆ AllowHitMultiple

bool Barotrauma.Items.Components.MeleeWeapon.AllowHitMultiple
getset

◆ Attack

Attack Barotrauma.Items.Components.MeleeWeapon.Attack
get

◆ HitOnlyCharacters

bool Barotrauma.Items.Components.MeleeWeapon.HitOnlyCharacters
getset

◆ Hitting

bool Barotrauma.Items.Components.MeleeWeapon.Hitting
get

◆ Range

float Barotrauma.Items.Components.MeleeWeapon.Range
getset

◆ Reload

float Barotrauma.Items.Components.MeleeWeapon.Reload
getset

◆ Swing

bool Barotrauma.Items.Components.MeleeWeapon.Swing
getset

◆ SwingForce

Vector2 Barotrauma.Items.Components.MeleeWeapon.SwingForce
getset

◆ SwingPos

Vector2 Barotrauma.Items.Components.MeleeWeapon.SwingPos
getset

◆ User

Character Barotrauma.Items.Components.MeleeWeapon.User
get

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