Public Member Functions | |
Wearable (Item item, ContentXElement element) | |
override void | Equip (Character character) |
override void | Drop (Character dropper, bool setTransform=true) |
a Character has dropped the item | |
override void | Unequip (Character character) |
override void | UpdateBroken (float deltaTime, Camera cam) |
override void | Update (float deltaTime, Camera cam) |
override XElement | Save (XElement parentElement) |
override void | Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap) |
override void | OnItemLoaded () |
Called when all the components of the item have been loaded. Use to initialize connections between components and such. | |
override void | ServerEventWrite (IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null) |
override void | ClientEventRead (IReadMessage msg, float sendingTime) |
![]() | |
Pickable (Item item, ContentXElement element) | |
override bool | Pick (Character picker) |
a Character has picked the item | |
virtual bool | OnPicked (Character picker) |
virtual bool | OnPicked (Character picker, bool pickDroppedStack) |
![]() | |
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) |
| |
virtual bool | Use (float deltaTime, Character character=null) |
virtual bool | SecondaryUse (float deltaTime, Character character=null) |
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) |
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 | 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 | 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 void | Reset () |
virtual void | ParseMsg () |
virtual bool | ValidateEventData (NetEntityEvent.IData data) |
Public Attributes | |
readonly Dictionary< Identifier, float > | SkillModifiers |
readonly Dictionary< StatTypes, float > | WearableStatValues = new Dictionary<StatTypes, float>() |
readonly int | Variants |
readonly float | PressureProtection |
How deep down does the item protect from pressure? Determined by status effects. | |
![]() | |
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 |
Protected Member Functions | |
override void | RemoveComponentSpecific () |
![]() | |
void | StopPicking (Character picker) |
void | DropConnectedWires (Character character) |
![]() | |
virtual void | ShallowRemoveComponentSpecific () |
string | GetTextureDirectory (ContentXElement subElement) |
T | 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) |
Properties | |
IEnumerable< DamageModifier > | DamageModifiers [get] |
bool | AutoEquipWhenFull [get] |
bool | DisplayContainedStatus [get] |
bool | AllowUseWhenWorn [get, set] |
int | Variant [get, set] |
![]() | |
virtual bool | IsAttached [get] |
List< InvSlotType > | AllowedSlots [get] |
bool | PickingDone [get] |
Character | Picker [get] |
![]() | |
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] |
![]() |
Additional Inherited Members | |
![]() | |
static ItemComponent | Load (ContentXElement element, Item item, bool errorMessages=true) |
![]() | |
Character | picker |
List< InvSlotType > | allowedSlots |
![]() | |
Item | item |
string | name |
bool | characterUsable |
bool | canBePicked |
bool | canBeSelected |
bool | canBeCombined |
bool | removeOnCombined |
CoroutineHandle | delayedCorrectionCoroutine |
float | aiUpdateTimer |
![]() | |
const float | CorrectionDelay = 1.0f |
const float | AIUpdateInterval = 0.2f |
Barotrauma.Items.Components.Wearable.Wearable | ( | Item | item, |
ContentXElement | element ) |
|
virtual |
Reimplemented from Barotrauma.Items.Components.Pickable.
|
virtual |
a Character has dropped the item
Reimplemented from Barotrauma.Items.Components.Pickable.
|
virtual |
Reimplemented from Barotrauma.Items.Components.ItemComponent.
|
virtual |
Reimplemented from Barotrauma.Items.Components.ItemComponent.
|
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.
|
protectedvirtual |
Reimplemented from Barotrauma.Items.Components.ItemComponent.
|
virtual |
Reimplemented from Barotrauma.Items.Components.ItemComponent.
|
virtual |
Reimplemented from Barotrauma.Items.Components.Pickable.
|
virtual |
Reimplemented from Barotrauma.Items.Components.ItemComponent.
|
virtual |
Reimplemented from Barotrauma.Items.Components.ItemComponent.
|
virtual |
Reimplemented from Barotrauma.Items.Components.ItemComponent.
readonly float Barotrauma.Items.Components.Wearable.PressureProtection |
How deep down does the item protect from pressure? Determined by status effects.
readonly Dictionary<Identifier, float> Barotrauma.Items.Components.Wearable.SkillModifiers |
readonly int Barotrauma.Items.Components.Wearable.Variants |
readonly Dictionary<StatTypes, float> Barotrauma.Items.Components.Wearable.WearableStatValues = new Dictionary<StatTypes, float>() |
|
getset |
|
get |
|
get |
|
get |
|
getset |