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| PowerContainer (Item item, ContentXElement element) |
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override bool | Pick (Character picker) |
| a Character has picked the item
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override void | Update (float deltaTime, Camera cam) |
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override float | GetCurrentPowerConsumption (Connection connection=null) |
| Returns the power consumption if checking the powerIn connection, or a negative value if the output can provide power when checking powerOut. Power consumption is proportional to set recharge speed and if there is less than max charge.
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override PowerRange | MinMaxPowerOut (Connection connection, float load=0) |
| Minimum and maximum output for the queried connection. Powerin min max equals CurrPowerConsumption as its abnormal for there to be power out. PowerOut min power out is zero and max is the maxout unless below 10% charge where the output is scaled relative to the 10% charge.
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override float | GetConnectionPowerOut (Connection connection, float power, PowerRange minMaxPower, float load) |
| Finalized power out from the container for the connection, provided the given grid information Output power based on the maxpower all batteries can output. So all batteries can equally share powerout based on their output capabilities.
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override void | GridResolved (Connection conn) |
| When the corresponding grid connection is resolved, adjust the container's charge.
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override bool | CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective) |
| - Returns
- true if the operation was completed
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override void | ReceiveSignal (Signal signal, Connection connection) |
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float | GetCapacity () |
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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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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 | 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 void | UpdateBroken (float deltaTime, Camera cam) |
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virtual bool | Use (float deltaTime, Character character=null) |
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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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override PowerPriority | Priority [get] |
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float | CurrPowerOutput [get] |
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Vector2 | IndicatorPosition [get, set] |
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Vector2 | IndicatorSize [get, set] |
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bool | IsHorizontal [get, set] |
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float | MaxOutPut [get, set] |
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float | Capacity [get, set] |
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float | Charge [get, set] |
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float | ChargePercentage [get] |
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float | MaxRechargeSpeed [get, set] |
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float | RechargeSpeed [get, set] |
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bool | ExponentialRechargeSpeed [get, set] |
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float | Efficiency [get, set] |
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bool | FlipIndicator [get, set] |
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bool | OutputDisabled [get] |
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float | RechargeRatio [get] |
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bool | HasBeenTuned [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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static void | UpdateGrids (bool useCache=true) |
| Allocate electrical devices into their grids based on connections.
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static void | UpdatePower (float deltaTime) |
| Update the power calculations of all devices and grids Updates grids in the order of ConnCurrConsumption - Get load of device/ flag it as an outputting connection – If outputting power – MinMaxPower - Minimum and Maximum power output of the connection for devices to coordinate ConnPowerOut - Final power output based on the sum of the MinMaxPower – Finally – GridResolved - Indicate that a connection's grid has been finished being calculated.
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static bool | ValidPowerConnection (Connection conn1, Connection conn2) |
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static ItemComponent | Load (ContentXElement element, Item item, bool errorMessages=true) |
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bool | WasUsed |
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bool | WasSecondaryUsed |
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readonly Dictionary< ActionType, List< StatusEffect > > | statusEffectLists |
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Dictionary< RelatedItem.RelationType, List< RelatedItem > > | RequiredItems |
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readonly List< RelatedItem > | DisabledRequiredItems = new List<RelatedItem>() |
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readonly List< Skill > | RequiredSkills = new List<Skill>() |
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readonly ContentXElement | originalElement |
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Action< bool > | OnActiveStateChanged |
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List< PropertyConditional > | IsActiveConditionals |
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readonly NamedEvent< ItemUseInfo > | OnUsed = new() |
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readonly bool | InheritStatusEffects |
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void | UpdateOnActiveEffects (float deltaTime) |
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float | GetAvailableInstantaneousBatteryPower () |
| Returns the amount of power that can be supplied by batteries directly connected to the item.
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IEnumerable< PowerContainer > | GetDirectlyConnectedBatteries () |
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override void | RemoveComponentSpecific () |
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virtual void | ShallowRemoveComponentSpecific () |
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string | GetTextureDirectory (ContentXElement subElement) |
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T | ExtractEventData< T > (NetEntityEvent.IData data) |
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bool | TryExtractEventData< T > (NetEntityEvent.IData data, out T componentData) |
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AIObjectiveContainItem | AIContainItems< T > (ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false) |
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const float | UpdateInterval = (float)Timing.Step |
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const float | MaxOverVoltageFactor = 2.0f |
| Maximum voltage factor when the device is being overvolted. I.e. how many times more effectively the device can function when it's being overvolted.
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const float | CorrectionDelay = 1.0f |
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const float | AIUpdateInterval = 0.2f |
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