Public Types | |
enum | FixActions : int { None = 0 , Repair = 1 , Sabotage = 2 , Tinker = 3 } |
Public Member Functions | |
Repairable (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. | |
bool | CheckCharacterSuccess (Character character, Item bestRepairItem) |
Check if the character manages to succesfully repair the item. | |
override float | GetSkillMultiplier () |
float | RepairDegreeOfSuccess (Character character, List< Skill > skills) |
void | RepairBoost (bool qteSuccess) |
bool | StartRepairing (Character character, FixActions action) |
bool | StopRepairing (Character character) |
override void | UpdateBroken (float deltaTime, Camera cam) |
void | ResetDeterioration () |
override void | Update (float deltaTime, Camera cam) |
void | AdjustPowerConsumption (ref float powerConsumption) |
override void | ReceiveSignal (Signal signal, Connection connection) |
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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 | Pick (Character picker) |
a Character has picked the item | |
virtual bool | Select (Character character) |
virtual void | Drop (Character dropper, bool setTransform=true) |
a Character has dropped the item | |
virtual bool | CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective) |
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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 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 | Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap) |
virtual void | OnMapLoaded () |
Called when all items have been loaded. Use to initialize connections between items. | |
virtual void | OnScaleChanged () |
virtual void | OnInventoryChanged () |
Called when the item has an ItemContainer and the contents inside of it changed. | |
virtual XElement | Save (XElement parentElement) |
virtual void | Reset () |
virtual void | ParseMsg () |
virtual bool | ValidateEventData (NetEntityEvent.IData data) |
Public Attributes | |
float | LastActiveTime |
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bool | WasUsed |
bool | WasSecondaryUsed |
readonly Dictionary< ActionType, List< StatusEffect > > | statusEffectLists |
Dictionary< RelatedItem.RelationType, List< RelatedItem > > | RequiredItems |
readonly List< RelatedItem > | DisabledRequiredItems = new List<RelatedItem>() |
readonly List< Skill > | RequiredSkills = new List<Skill>() |
readonly ContentXElement | originalElement |
Action< bool > | OnActiveStateChanged |
List< PropertyConditional > | IsActiveConditionals |
readonly NamedEvent< ItemUseInfo > | OnUsed = new() |
readonly bool | InheritStatusEffects |
Properties | |
float | ForceDeteriorationTimer [get] |
float | DeteriorationSpeed [get, set] |
float | MinDeteriorationDelay [get, set] |
float | MaxDeteriorationDelay [get, set] |
float | MinDeteriorationCondition [get, set] |
float | MinSabotageCondition [get, set] |
float | SabotageDeteriorationDuration [get, set] |
float | RepairThreshold [get, set] |
float | MaxStressDeteriorationMultiplier [get, set] |
float | StressDeteriorationThreshold [get, set] |
float | StressDeteriorationIncreaseSpeed [get, set] |
float | StressDeteriorationDecreaseSpeed [get, set] |
float | FixDurationLowSkill [get, set] |
float | FixDurationHighSkill [get, set] |
float | SkillRequirementMultiplier [get, set] |
bool | IsTinkering [get] |
Character | CurrentFixer [get] |
float | StressDeteriorationMultiplier = 1.0f [get] |
float | TinkeringStrength [get] |
bool | TinkeringPowersDevices [get] |
bool | IsBelowRepairThreshold [get] |
bool | IsBelowRepairIconThreshold [get] |
FixActions | CurrentFixerAction [get] |
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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] |
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Barotrauma.Items.Components.Repairable.Repairable | ( | Item | item, |
ContentXElement | element ) |
void Barotrauma.Items.Components.Repairable.AdjustPowerConsumption | ( | ref float | powerConsumption | ) |
bool Barotrauma.Items.Components.Repairable.CheckCharacterSuccess | ( | Character | character, |
Item | bestRepairItem ) |
Check if the character manages to succesfully repair the item.
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virtual |
Reimplemented from Barotrauma.Items.Components.ItemComponent.
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virtual |
Called when all the components of the item have been loaded. Use to initialize connections between components and such.
Reimplemented from Barotrauma.Items.Components.ItemComponent.
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virtual |
Reimplemented from Barotrauma.Items.Components.ItemComponent.
void Barotrauma.Items.Components.Repairable.RepairBoost | ( | bool | qteSuccess | ) |
float Barotrauma.Items.Components.Repairable.RepairDegreeOfSuccess | ( | Character | character, |
List< Skill > | skills ) |
void Barotrauma.Items.Components.Repairable.ResetDeterioration | ( | ) |
bool Barotrauma.Items.Components.Repairable.StartRepairing | ( | Character | character, |
FixActions | action ) |
bool Barotrauma.Items.Components.Repairable.StopRepairing | ( | Character | character | ) |
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virtual |
Reimplemented from Barotrauma.Items.Components.ItemComponent.
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virtual |
Reimplemented from Barotrauma.Items.Components.ItemComponent.
float Barotrauma.Items.Components.Repairable.LastActiveTime |
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