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| Wire (Item item, ContentXElement element) |
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Connection | OtherConnection (Connection connection) |
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bool | IsConnectedTo (Item item) |
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void | RemoveConnection (Item item) |
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void | RemoveConnection (Connection connection) |
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bool | TryConnect (Connection newConnection, bool addNode=true, bool sendNetworkEvent=false) |
| Tries to add the given connection to this wire. Note that this only affects the wire - adding the wire to the connection is done in Connection.ConnectWire(Wire)
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bool | Connect (Connection newConnection, int connectionIndex, bool addNode=true, bool sendNetworkEvent=false) |
| Tries to add the given connection to this wire. Note that this only affects the wire - adding the wire to the connection is done in Connection.ConnectWire(Wire)
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override void | Equip (Character character) |
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override void | Unequip (Character character) |
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override void | Drop (Character dropper, bool setTransform=true) |
| a Character has dropped the item
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override void | Update (float deltaTime, Camera cam) |
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override bool | Use (float deltaTime, Character character=null) |
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override bool | SecondaryUse (float deltaTime, Character character=null) |
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override bool | Pick (Character picker) |
| a Character has picked the item
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List< Vector2 > | GetNodes () |
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void | SetNodes (List< Vector2 > nodes) |
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void | MoveNode (int index, Vector2 amount) |
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void | MoveNodes (Vector2 amount) |
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void | UpdateSections () |
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void | ClearConnections (Character user=null) |
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void | SetConnectedDirty () |
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void | FixNodeEnds () |
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override void | FlipX (bool relativeToSub) |
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override void | FlipY (bool relativeToSub) |
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override void | Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap) |
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override XElement | Save (XElement parentElement) |
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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 bool | CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective) |
| - Returns
- true if the operation was completed
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virtual void | UpdateBroken (float deltaTime, Camera cam) |
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virtual void | ReceiveSignal (Signal signal, Connection connection) |
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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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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 | OnMapLoaded () |
| Called when all items have been loaded. Use to initialize connections between items.
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virtual 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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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 void | Reset () |
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virtual void | ParseMsg () |
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virtual bool | ValidateEventData (NetEntityEvent.IData data) |
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bool | Locked [get, set] |
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Connection[] | Connections [get] |
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float | Length [get] |
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float | MaxLength [get, set] |
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bool | HiddenInGame [get, set] |
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bool | NoAutoLock [get, set] |
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bool | UseSpriteDepth [get, set] |
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bool | DropOnConnect [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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