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static string | GetTimeStamp () |
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static ChatMessage | Create (string senderName, string text, ChatMessageType type, Entity sender, Client client=null, PlayerConnectionChangeType changeType=PlayerConnectionChangeType.None, Color? textColor=null) |
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static string | GetChatMessageCommand (string message, out string messageWithoutCommand) |
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static float | GetGarbleAmount (Entity listener, Entity sender, float range, float obstructionMultiplier=2.0f) |
| How much messages sent by sender should get garbled. Takes the distance between the entities and optionally the obstructions between them into account (see obstructionMultiplier ).
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static string | ApplyDistanceEffect (Entity listener, Entity sender, string text, float range, float obstructionMultiplier=2.0f) |
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static string | ApplyDistanceEffect (string text, float garbleAmount) |
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static string | ApplyDistanceEffect (string message, ChatMessageType type, Character sender, Character receiver) |
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static bool | CanUseRadio (Character sender, bool ignoreJamming=false) |
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static bool | CanUseRadio (Character sender, out WifiComponent radio, bool ignoreJamming=false) |
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const int | MaxLength = 200 |
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const int | MaxMessagesPerPacket = 10 |
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const float | SpeakRange = 2000.0f |
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const float | SpeakRangeVOIP = 1000.0f |
| This is shorter than the text chat speak range, because the voice chat is still intelligible (just quiet) close to the maximum range, while the text chat (which drops letters from the message) becomes unintelligible sooner.
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static Color[] | MessageColor |
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static UInt16 | LastID = 0 |
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◆ ChatMessage()
◆ ApplyDistanceEffect() [1/4]
string Barotrauma.Networking.ChatMessage.ApplyDistanceEffect |
( |
Character | listener | ) |
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◆ ApplyDistanceEffect() [2/4]
static string Barotrauma.Networking.ChatMessage.ApplyDistanceEffect |
( |
Entity | listener, |
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Entity | sender, |
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string | text, |
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float | range, |
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float | obstructionMultiplier = 2::0f ) |
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static |
◆ ApplyDistanceEffect() [3/4]
◆ ApplyDistanceEffect() [4/4]
static string Barotrauma.Networking.ChatMessage.ApplyDistanceEffect |
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string | text, |
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float | garbleAmount ) |
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static |
◆ CanUseRadio() [1/2]
static bool Barotrauma.Networking.ChatMessage.CanUseRadio |
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Character | sender, |
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bool | ignoreJamming = false ) |
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static |
◆ CanUseRadio() [2/2]
static bool Barotrauma.Networking.ChatMessage.CanUseRadio |
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Character | sender, |
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out WifiComponent | radio, |
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bool | ignoreJamming = false ) |
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static |
◆ Create()
◆ EstimateLengthBytesClient()
int Barotrauma.Networking.ChatMessage.EstimateLengthBytesClient |
( |
| ) |
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◆ GetChatMessageCommand()
static string Barotrauma.Networking.ChatMessage.GetChatMessageCommand |
( |
string | message, |
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out string | messageWithoutCommand ) |
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◆ GetGarbleAmount()
static float Barotrauma.Networking.ChatMessage.GetGarbleAmount |
( |
Entity | listener, |
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Entity | sender, |
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float | range, |
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float | obstructionMultiplier = 2::0f ) |
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static |
How much messages sent by sender should get garbled. Takes the distance between the entities and optionally the obstructions between them into account (see obstructionMultiplier ).
- Parameters
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obstructionMultiplier | Values greater than or equal to 1 cause the message to get garbled more heavily when there's some obstruction between the characters. Values smaller than 1 mean the garbling only depends on distance. |
◆ GetTimeStamp()
static string Barotrauma.Networking.ChatMessage.GetTimeStamp |
( |
| ) |
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static |
◆ ChangeType
◆ IconStyle
string Barotrauma.Networking.ChatMessage.IconStyle |
◆ LastID
UInt16 Barotrauma.Networking.ChatMessage.LastID = 0 |
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◆ MaxLength
const int Barotrauma.Networking.ChatMessage.MaxLength = 200 |
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◆ MaxMessagesPerPacket
const int Barotrauma.Networking.ChatMessage.MaxMessagesPerPacket = 10 |
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static |
◆ MessageColor
Color [] Barotrauma.Networking.ChatMessage.MessageColor |
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static |
Initial value:=
{
new Color(190, 198, 205),
new Color(136, 177, 255),
new Color(157, 225, 160),
new Color(255, 255, 255),
new Color(255, 255, 255),
}
Color Color
Definition ChatMessage.cs:101
◆ Sender
readonly Entity Barotrauma.Networking.ChatMessage.Sender |
◆ SenderClient
readonly Client Barotrauma.Networking.ChatMessage.SenderClient |
◆ SenderName
readonly string Barotrauma.Networking.ChatMessage.SenderName |
◆ SpeakRange
const float Barotrauma.Networking.ChatMessage.SpeakRange = 2000.0f |
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static |
◆ SpeakRangeVOIP
const float Barotrauma.Networking.ChatMessage.SpeakRangeVOIP = 1000.0f |
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static |
This is shorter than the text chat speak range, because the voice chat is still intelligible (just quiet) close to the maximum range, while the text chat (which drops letters from the message) becomes unintelligible sooner.
◆ Text
string Barotrauma.Networking.ChatMessage.Text |
◆ Type
◆ ChatMode
◆ Color
Color Barotrauma.Networking.ChatMessage.Color |
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getset |
◆ NetStateID
UInt16 Barotrauma.Networking.ChatMessage.NetStateID |
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getset |
◆ SenderCharacter
Character Barotrauma.Networking.ChatMessage.SenderCharacter |
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get |
◆ TextWithSender
string Barotrauma.Networking.ChatMessage.TextWithSender |
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get |
◆ TranslatedText
string Barotrauma.Networking.ChatMessage.TranslatedText |
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get |
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Networking/ChatMessage.cs