Barotrauma Client
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Barotrauma.Networking.RespawnManager Class Reference
Inheritance diagram for Barotrauma.Networking.RespawnManager:
Barotrauma.Entity Barotrauma.Networking.IServerSerializable Barotrauma.ISpatialEntity Barotrauma.Networking.INetSerializable

Public Types

enum  State { Waiting , Transporting , Returning }
 

Public Member Functions

 RespawnManager (NetworkMember networkMember, SubmarineInfo shuttleInfo)
 
void Update (float deltaTime)
 
void ForceRespawn ()
 
void RespawnCharacters (Vector2? shuttlePos)
 
Vector2 FindSpawnPos ()
 
- Public Member Functions inherited from Barotrauma.Entity
 Entity (Submarine submarine, ushort id)
 
void FreeID ()
 Removes the entity from the entity dictionary and frees up the ID it was using.
 
virtual void Remove ()
 

Static Public Member Functions

static float GetReducedSkill (CharacterInfo characterInfo, Skill skill, float skillLossPercentage, float? currentSkillLevel=null)
 
static AfflictionPrefab GetRespawnPenaltyAfflictionPrefab ()
 
static Affliction GetRespawnPenaltyAffliction ()
 
static void GiveRespawnPenaltyAffliction (Character character)
 
- Static Public Member Functions inherited from Barotrauma.Entity
static IReadOnlyCollection< EntityGetEntities ()
 
static int FindFreeIdBlock (int minBlockSize)
 Finds a contiguous block of free IDs of at least the given size.
 
static Entity FindEntityByID (ushort ID)
 Find an entity based on the ID.
 
static void RemoveAll ()
 
static void DumpIds (int count, string filename)
 

Properties

static float SkillLossPercentageOnDeath [get]
 How much skills drop towards the job's default skill levels when dying.
 
static float SkillLossPercentageOnImmediateRespawn [get]
 How much more the skills drop towards the job's default skill levels when dying, in addition to SkillLossPercentageOnDeath, if the player chooses to respawn in the middle of the round.
 
static RespawnMode RespawnMode [get]
 
static bool UseDeathPrompt [get]
 
bool UsingShuttle [get]
 
DateTime RespawnTime [get]
 When will the shuttle be dispatched with respawned characters.
 
DateTime ReturnTime [get]
 When will the sub start heading back out of the level.
 
bool RespawnCountdownStarted [get]
 
bool ReturnCountdownStarted [get]
 
State CurrentState [get]
 
bool CanRespawnAgain [get]
 
Submarine RespawnShuttle [get]
 
- Properties inherited from Barotrauma.Entity
static int EntityCount [get]
 
bool Removed [get]
 
bool IdFreed [get]
 
virtual Vector2 SimPosition [get]
 
virtual Vector2 Position [get]
 
virtual Vector2 WorldPosition [get]
 
virtual Vector2 DrawPosition [get]
 
Submarine Submarine [get, set]
 
AITarget AiTarget [get]
 
bool InDetectable [get, set]
 Indetectable characters can't be spotted by AIs and aren't visible on the sonar or health scanner.
 
double SpawnTime [get]
 
string ErrorLine [get]
 
- Properties inherited from Barotrauma.ISpatialEntity

Additional Inherited Members

- Public Attributes inherited from Barotrauma.Entity
readonly ushort ID
 Unique, but non-persistent identifier. Stays the same if the entities are created in the exactly same order, but doesn't persist e.g. between the rounds.
 
readonly string CreationStackTrace
 
readonly UInt64 CreationIndex
 
- Static Public Attributes inherited from Barotrauma.Entity
const ushort NullEntityID = 0
 
const ushort EntitySpawnerID = ushort.MaxValue
 
const ushort RespawnManagerID = ushort.MaxValue - 1
 
const ushort DummyID = ushort.MaxValue - 2
 
const ushort ReservedIDStart = ushort.MaxValue - 3
 
const ushort MaxEntityCount = ushort.MaxValue - 4
 
static EntitySpawner Spawner
 
- Protected Member Functions inherited from Barotrauma.Entity
virtual ushort DetermineID (ushort id, Submarine submarine)
 
- Protected Attributes inherited from Barotrauma.Entity
AITarget aiTarget
 

Member Enumeration Documentation

◆ State

Enumerator
Waiting 
Transporting 
Returning 

Constructor & Destructor Documentation

◆ RespawnManager()

Barotrauma.Networking.RespawnManager.RespawnManager ( NetworkMember networkMember,
SubmarineInfo shuttleInfo )

Member Function Documentation

◆ FindSpawnPos()

Vector2 Barotrauma.Networking.RespawnManager.FindSpawnPos ( )

◆ ForceRespawn()

void Barotrauma.Networking.RespawnManager.ForceRespawn ( )

◆ GetReducedSkill()

static float Barotrauma.Networking.RespawnManager.GetReducedSkill ( CharacterInfo characterInfo,
Skill skill,
float skillLossPercentage,
float? currentSkillLevel = null )
static

◆ GetRespawnPenaltyAffliction()

static Affliction Barotrauma.Networking.RespawnManager.GetRespawnPenaltyAffliction ( )
static

◆ GetRespawnPenaltyAfflictionPrefab()

static AfflictionPrefab Barotrauma.Networking.RespawnManager.GetRespawnPenaltyAfflictionPrefab ( )
static

◆ GiveRespawnPenaltyAffliction()

static void Barotrauma.Networking.RespawnManager.GiveRespawnPenaltyAffliction ( Character character)
static

◆ RespawnCharacters()

void Barotrauma.Networking.RespawnManager.RespawnCharacters ( Vector2? shuttlePos)

◆ Update()

void Barotrauma.Networking.RespawnManager.Update ( float deltaTime)

Property Documentation

◆ CanRespawnAgain

bool Barotrauma.Networking.RespawnManager.CanRespawnAgain
get

◆ CurrentState

State Barotrauma.Networking.RespawnManager.CurrentState
get

◆ RespawnCountdownStarted

bool Barotrauma.Networking.RespawnManager.RespawnCountdownStarted
get

◆ RespawnMode

RespawnMode Barotrauma.Networking.RespawnManager.RespawnMode
staticget

◆ RespawnShuttle

Submarine Barotrauma.Networking.RespawnManager.RespawnShuttle
get

◆ RespawnTime

DateTime Barotrauma.Networking.RespawnManager.RespawnTime
get

When will the shuttle be dispatched with respawned characters.

◆ ReturnCountdownStarted

bool Barotrauma.Networking.RespawnManager.ReturnCountdownStarted
get

◆ ReturnTime

DateTime Barotrauma.Networking.RespawnManager.ReturnTime
get

When will the sub start heading back out of the level.

◆ SkillLossPercentageOnDeath

float Barotrauma.Networking.RespawnManager.SkillLossPercentageOnDeath
staticget

How much skills drop towards the job's default skill levels when dying.

◆ SkillLossPercentageOnImmediateRespawn

float Barotrauma.Networking.RespawnManager.SkillLossPercentageOnImmediateRespawn
staticget

How much more the skills drop towards the job's default skill levels when dying, in addition to SkillLossPercentageOnDeath, if the player chooses to respawn in the middle of the round.

◆ UseDeathPrompt

bool Barotrauma.Networking.RespawnManager.UseDeathPrompt
staticget

◆ UsingShuttle

bool Barotrauma.Networking.RespawnManager.UsingShuttle
get

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