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Barotrauma.MineralMission Class Reference
Inheritance diagram for Barotrauma.MineralMission:

Public Member Functions

 MineralMission (MissionPrefab prefab, Location[] locations, Submarine sub)
 

Static Public Attributes

static readonly ImmutableArray< PositionTypeValidPositionTypes
 

Protected Member Functions

override void StartMissionSpecific (Level level)
 
override void UpdateMissionSpecific (float deltaTime)
 
override bool DetermineCompleted ()
 
override void EndMissionSpecific (bool completed)
 
override LocalizedString ModifyMessage (LocalizedString message, bool color=true)
 

Properties

override IEnumerable<(LocalizedString Label, Vector2 Position)> SonarLabels [get]
 
override LocalizedString SuccessMessage [get]
 
override LocalizedString FailureMessage [get]
 
override LocalizedString Description [get]
 
override LocalizedString Name [get]
 

Constructor & Destructor Documentation

◆ MineralMission()

Barotrauma.MineralMission.MineralMission ( MissionPrefab prefab,
Location[] locations,
Submarine sub )

Member Function Documentation

◆ DetermineCompleted()

override bool Barotrauma.MineralMission.DetermineCompleted ( )
protected

◆ EndMissionSpecific()

override void Barotrauma.MineralMission.EndMissionSpecific ( bool completed)
protected

◆ ModifyMessage()

override LocalizedString Barotrauma.MineralMission.ModifyMessage ( LocalizedString message,
bool color = true )
protected

◆ StartMissionSpecific()

override void Barotrauma.MineralMission.StartMissionSpecific ( Level level)
protected

◆ UpdateMissionSpecific()

override void Barotrauma.MineralMission.UpdateMissionSpecific ( float deltaTime)
protected

Member Data Documentation

◆ ValidPositionTypes

readonly ImmutableArray<PositionType> Barotrauma.MineralMission.ValidPositionTypes
static
Initial value:
= new PositionType[]
{
PositionType.SidePath,
PositionType.MainPath,
PositionType.AbyssCave,
}.ToImmutableArray()
Barotrauma.Level.PositionType PositionType
Definition MineralMission.cs:8

The list order is important. It defines the order in which we "override" positionType in case no valid position types are found in the level when generating them in Level.GenerateMissionResources(ItemPrefab, int, PositionType, out float).

Property Documentation

◆ Description

override LocalizedString Barotrauma.MineralMission.Description
get

◆ FailureMessage

override LocalizedString Barotrauma.MineralMission.FailureMessage
get

◆ Name

override LocalizedString Barotrauma.MineralMission.Name
get

◆ SonarLabels

override IEnumerable<(LocalizedString Label, Vector2 Position)> Barotrauma.MineralMission.SonarLabels
get

◆ SuccessMessage

override LocalizedString Barotrauma.MineralMission.SuccessMessage
get

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