Barotrauma Client
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Barotrauma.Items.Components.Wire Class Reference
Inheritance diagram for Barotrauma.Items.Components.Wire:
Barotrauma.Items.Components.ItemComponent Barotrauma.Items.Components.IDrawableComponent Barotrauma.Networking.IServerSerializable Barotrauma.Networking.IClientSerializable Barotrauma.ISerializableEntity Barotrauma.Networking.INetSerializable Barotrauma.Networking.INetSerializable

Classes

class  WireSection
 

Public Member Functions

 Wire (Item item, ContentXElement element)
 
Connection OtherConnection (Connection connection)
 
bool IsConnectedTo (Item item)
 
void RemoveConnection (Item item)
 
void RemoveConnection (Connection connection)
 
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)
 
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)
 
override void Equip (Character character)
 
override void Unequip (Character character)
 
override void Drop (Character dropper, bool setTransform=true)
 a Character has dropped the item
 
override void Update (float deltaTime, Camera cam)
 
override bool Use (float deltaTime, Character character=null)
 
override bool SecondaryUse (float deltaTime, Character character=null)
 
override bool Pick (Character picker)
 a Character has picked the item
 
List< Vector2GetNodes ()
 
void SetNodes (List< Vector2 > nodes)
 
void MoveNode (int index, Vector2 amount)
 
void MoveNodes (Vector2 amount)
 
void UpdateSections ()
 
void ClearConnections (Character user=null)
 
void SetConnectedDirty ()
 
void FixNodeEnds ()
 
override void FlipX (bool relativeToSub)
 
override void FlipY (bool relativeToSub)
 
override void Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap)
 
override XElement Save (XElement parentElement)
 
- 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 void UpdateBroken (float deltaTime, Camera cam)
 
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.
 
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 OnItemLoaded ()
 Called when all the components of the item have been loaded. Use to initialize connections between components and such.
 
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)
 

Static Public Member Functions

static IEnumerable< Vector2ExtractNodes (XElement element)
 
- Static Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
static ItemComponent Load (ContentXElement element, Item item, bool errorMessages=true)
 

Public Attributes

bool Hidden
 
- 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
 

Protected Member Functions

override void ShallowRemoveComponentSpecific ()
 
override void RemoveComponentSpecific ()
 
- Protected Member Functions inherited from Barotrauma.Items.Components.ItemComponent
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)
 

Properties

bool Locked [get, set]
 
Connection[] Connections [get]
 
float Length [get]
 
float MaxLength [get, set]
 
bool HiddenInGame [get, set]
 
bool NoAutoLock [get, set]
 
bool UseSpriteDepth [get, set]
 
bool DropOnConnect [get, set]
 
- 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

- 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

◆ Wire()

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

Member Function Documentation

◆ ClearConnections()

void Barotrauma.Items.Components.Wire.ClearConnections ( Character user = null)

◆ Connect()

bool Barotrauma.Items.Components.Wire.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)

Parameters
connectionIndexWhich end of the wire to add the connection to? 0 or 1. Normally doesn't make a difference, but matters if we're copying/loading a wire, in which case the 1st node should be located at the same item as the 1st connection.
Returns

◆ Drop()

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

a Character has dropped the item

Reimplemented from Barotrauma.Items.Components.ItemComponent.

◆ Equip()

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

◆ ExtractNodes()

static IEnumerable< Vector2 > Barotrauma.Items.Components.Wire.ExtractNodes ( XElement element)
static

◆ FixNodeEnds()

void Barotrauma.Items.Components.Wire.FixNodeEnds ( )

◆ FlipX()

override void Barotrauma.Items.Components.Wire.FlipX ( bool relativeToSub)
virtual

◆ FlipY()

override void Barotrauma.Items.Components.Wire.FlipY ( bool relativeToSub)
virtual

◆ GetNodes()

List< Vector2 > Barotrauma.Items.Components.Wire.GetNodes ( )

◆ IsConnectedTo()

bool Barotrauma.Items.Components.Wire.IsConnectedTo ( Item item)

◆ Load()

override void Barotrauma.Items.Components.Wire.Load ( ContentXElement componentElement,
bool usePrefabValues,
IdRemap idRemap,
bool isItemSwap )
virtual

◆ MoveNode()

void Barotrauma.Items.Components.Wire.MoveNode ( int index,
Vector2 amount )

◆ MoveNodes()

void Barotrauma.Items.Components.Wire.MoveNodes ( Vector2 amount)

◆ OtherConnection()

Connection Barotrauma.Items.Components.Wire.OtherConnection ( Connection connection)

◆ Pick()

override bool Barotrauma.Items.Components.Wire.Pick ( Character picker)
virtual

a Character has picked the item

Reimplemented from Barotrauma.Items.Components.ItemComponent.

◆ RemoveComponentSpecific()

override void Barotrauma.Items.Components.Wire.RemoveComponentSpecific ( )
protectedvirtual

◆ RemoveConnection() [1/2]

void Barotrauma.Items.Components.Wire.RemoveConnection ( Connection connection)

◆ RemoveConnection() [2/2]

void Barotrauma.Items.Components.Wire.RemoveConnection ( Item item)

◆ Save()

override XElement Barotrauma.Items.Components.Wire.Save ( XElement parentElement)
virtual

◆ SecondaryUse()

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

◆ SetConnectedDirty()

void Barotrauma.Items.Components.Wire.SetConnectedDirty ( )

◆ SetNodes()

void Barotrauma.Items.Components.Wire.SetNodes ( List< Vector2 > nodes)

◆ ShallowRemoveComponentSpecific()

override void Barotrauma.Items.Components.Wire.ShallowRemoveComponentSpecific ( )
protectedvirtual

◆ TryConnect()

bool Barotrauma.Items.Components.Wire.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)

◆ Unequip()

override void Barotrauma.Items.Components.Wire.Unequip ( Character character)
virtual

◆ Update()

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

◆ UpdateSections()

void Barotrauma.Items.Components.Wire.UpdateSections ( )

◆ Use()

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

Member Data Documentation

◆ Hidden

bool Barotrauma.Items.Components.Wire.Hidden

Property Documentation

◆ Connections

Connection [] Barotrauma.Items.Components.Wire.Connections
get

◆ DropOnConnect

bool Barotrauma.Items.Components.Wire.DropOnConnect
getset

◆ HiddenInGame

bool Barotrauma.Items.Components.Wire.HiddenInGame
getset

◆ Length

float Barotrauma.Items.Components.Wire.Length
get

◆ Locked

bool Barotrauma.Items.Components.Wire.Locked
getset

◆ MaxLength

float Barotrauma.Items.Components.Wire.MaxLength
getset

◆ NoAutoLock

bool Barotrauma.Items.Components.Wire.NoAutoLock
getset

◆ UseSpriteDepth

bool Barotrauma.Items.Components.Wire.UseSpriteDepth
getset

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