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| | OrderPrefab (ContentXElement orderElement, OrdersFile file) |
| |
| bool | HasAppropriateJob (Character character) |
| |
| bool | HasPreferredJob (Character character) |
| |
| string | GetChatMessage (string targetCharacterName, string targetRoomName, Entity targetEntity, bool givingOrderToSelf, Identifier orderOption=default, bool isNewOrder=true) |
| |
| ItemComponent | GetTargetItemComponent (Item item) |
| | Get the target item component based on the target item type.
|
| |
| bool | TryGetTargetItemComponent (Item item, out ItemComponent firstMatchingComponent) |
| |
| List< Item > | GetMatchingItems (Submarine submarine, bool mustBelongToPlayerSub, CharacterTeamType? requiredTeam=null, Character interactableFor=null, Identifier orderOption=default) |
| | - Parameters
-
| interactableFor | Only returns items which are interactable for this character |
|
| |
| List< Item > | GetMatchingItems (bool mustBelongToPlayerSub, Character interactableFor=null, Identifier orderOption=default) |
| | - Parameters
-
| interactableFor | Only returns items which are interactable for this character |
|
| |
| LocalizedString | GetOptionName (string id) |
| |
| LocalizedString | GetOptionName (Identifier id) |
| |
| LocalizedString | GetOptionName (int index) |
| |
| ImmutableArray< Identifier > | GetTargetItems (Identifier option=default) |
| |
| bool | TargetItemsMatchItem (Item item, Identifier option=default) |
| |
| override void | Dispose () |
| |
| Order | CreateInstance (OrderTargetType targetType, Character orderGiver=null, bool isAutonomous=false) |
| | Create an Order instance with a null target.
|
| |
| | Prefab (ContentFile file, Identifier identifier) |
| |
| | Prefab (ContentFile file, ContentXElement element) |
| |
| void | Dispose () |
| |
◆ OrderTargetType
| Enumerator |
|---|
| Entity | |
| Position | |
| WallSection | |
◆ OrderPrefab()
◆ CreateInstance()
Create an Order instance with a null target.
◆ Dispose()
| override void Barotrauma.OrderPrefab.Dispose |
( |
| ) |
|
◆ GetChatMessage()
| string Barotrauma.OrderPrefab.GetChatMessage |
( |
string | targetCharacterName, |
|
|
string | targetRoomName, |
|
|
Entity | targetEntity, |
|
|
bool | givingOrderToSelf, |
|
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Identifier | orderOption = default, |
|
|
bool | isNewOrder = true ) |
◆ GetDismissOrderOption()
| static Identifier Barotrauma.OrderPrefab.GetDismissOrderOption |
( |
Order | order | ) |
|
|
static |
Used to create the order option for the Dismiss order to know which order it targets.
- Parameters
-
| order | The order to target with the dismiss order |
◆ GetMatchingItems() [1/2]
| List< Item > Barotrauma.OrderPrefab.GetMatchingItems |
( |
bool | mustBelongToPlayerSub, |
|
|
Character | interactableFor = null, |
|
|
Identifier | orderOption = default ) |
- Parameters
-
| interactableFor | Only returns items which are interactable for this character |
◆ GetMatchingItems() [2/2]
- Parameters
-
| interactableFor | Only returns items which are interactable for this character |
◆ GetOptionName() [1/3]
◆ GetOptionName() [2/3]
◆ GetOptionName() [3/3]
◆ GetTargetItemComponent()
Get the target item component based on the target item type.
◆ GetTargetItems()
◆ HasAppropriateJob()
| bool Barotrauma.OrderPrefab.HasAppropriateJob |
( |
Character | character | ) |
|
◆ HasPreferredJob()
| bool Barotrauma.OrderPrefab.HasPreferredJob |
( |
Character | character | ) |
|
◆ TargetItemsMatchItem() [1/2]
| static bool Barotrauma.OrderPrefab.TargetItemsMatchItem |
( |
ImmutableArray< Identifier > | targetItems, |
|
|
Item | item ) |
|
static |
◆ TargetItemsMatchItem() [2/2]
| bool Barotrauma.OrderPrefab.TargetItemsMatchItem |
( |
Item | item, |
|
|
Identifier | option = default ) |
◆ TryGetTargetItemComponent()
| bool Barotrauma.OrderPrefab.TryGetTargetItemComponent |
( |
Item | item, |
|
|
out ItemComponent | firstMatchingComponent ) |
◆ AllOptions
| readonly ImmutableArray<Identifier> Barotrauma.OrderPrefab.AllOptions |
◆ AppropriateJobs
| readonly ImmutableArray<Identifier> Barotrauma.OrderPrefab.AppropriateJobs |
If defined, the order can only be quick-assigned to characters with these jobs. Or if it's a report, the icon will only be displayed to characters with these jobs.
◆ AppropriateSkill
| readonly Identifier Barotrauma.OrderPrefab.AppropriateSkill |
◆ AutoDismiss
| readonly bool Barotrauma.OrderPrefab.AutoDismiss |
If enabled and this is an Operate order, it will remove Operate orders of the same item from other characters. If this is a Movement order, removes other Movement orders from the character who receives the order.
◆ CanBeGeneralized
| readonly bool Barotrauma.OrderPrefab.CanBeGeneralized |
Can the order be turned into a non-entity-targeting one if it was originally created with a target entity. Note: if MustSetTarget is true, CanBeGeneralized will always be false.
◆ CanTypeBeSubclass
| readonly bool Barotrauma.OrderPrefab.CanTypeBeSubclass |
◆ Category
◆ CategoryIdentifier
| readonly Identifier Barotrauma.OrderPrefab.CategoryIdentifier |
◆ ContextualName
Name that can be used with the contextual version of the order.
◆ ControllerTags
| readonly ImmutableArray<Identifier> Barotrauma.OrderPrefab.ControllerTags |
◆ DismissalIdentifier
| readonly Identifier Barotrauma.OrderPrefab.DismissalIdentifier = "dismissed".ToIdentifier() |
|
static |
◆ FadeOutTime
| readonly float Barotrauma.OrderPrefab.FadeOutTime |
◆ Hidden
| readonly bool Barotrauma.OrderPrefab.Hidden |
◆ HiddenOptions
| readonly ImmutableArray<Identifier> Barotrauma.OrderPrefab.HiddenOptions |
◆ IgnoreAtOutpost
| readonly bool Barotrauma.OrderPrefab.IgnoreAtOutpost |
◆ ItemComponentType
| readonly Type Barotrauma.OrderPrefab.ItemComponentType |
◆ MustManuallyAssign
| readonly bool Barotrauma.OrderPrefab.MustManuallyAssign |
◆ MustSetTarget
| readonly bool Barotrauma.OrderPrefab.MustSetTarget |
◆ Name
◆ OptionNames
◆ Options
| readonly ImmutableArray<Identifier> Barotrauma.OrderPrefab.Options |
◆ OptionSprites
| readonly ImmutableDictionary<Identifier, Sprite> Barotrauma.OrderPrefab.OptionSprites |
◆ Prefabs
◆ PreferredJobs
| readonly ImmutableArray<Identifier> Barotrauma.OrderPrefab.PreferredJobs |
If defined, the order will be quick-assigned to characters with these jobs before characters with other jobs.
◆ RequireItems
| readonly ImmutableArray<Identifier> Barotrauma.OrderPrefab.RequireItems |
◆ SymbolSprite
| readonly Sprite Barotrauma.OrderPrefab.SymbolSprite |
◆ TargetAllCharacters
| readonly bool Barotrauma.OrderPrefab.TargetAllCharacters |
◆ TargetItems
| readonly ImmutableArray<Identifier> Barotrauma.OrderPrefab.TargetItems |
◆ TraitorModeOnly
| bool Barotrauma.OrderPrefab.TraitorModeOnly |
◆ UseController
| readonly bool Barotrauma.OrderPrefab.UseController |
◆ AssignmentPriority
| int Barotrauma.OrderPrefab.AssignmentPriority |
|
get |
Affects how high on the order list the order will be placed (i.e. the manual priority order when it's given) when it's first given. Manually rearranging orders will override this priority.
◆ Color
| Color Barotrauma.OrderPrefab.Color |
|
get |
◆ ColoredWhenControllingGiver
| bool Barotrauma.OrderPrefab.ColoredWhenControllingGiver |
|
get |
◆ Dismissal
◆ DisplayGiverInTooltip
| bool Barotrauma.OrderPrefab.DisplayGiverInTooltip |
|
get |
◆ DrawIconWhenContained
| bool Barotrauma.OrderPrefab.DrawIconWhenContained |
|
get |
Should the order icon be drawn when the order target is inside a container.
◆ HasOptions
| bool Barotrauma.OrderPrefab.HasOptions |
|
get |
◆ HasOptionSpecificTargetItems
| bool Barotrauma.OrderPrefab.HasOptionSpecificTargetItems |
|
get |
◆ IsDeconstructOrder
| bool Barotrauma.OrderPrefab.IsDeconstructOrder |
|
get |
◆ IsDismissal
| bool Barotrauma.OrderPrefab.IsDismissal |
|
get |
◆ IsIgnoreOrder
| bool Barotrauma.OrderPrefab.IsIgnoreOrder |
|
get |
◆ IsReport
| bool Barotrauma.OrderPrefab.IsReport |
|
get |
◆ IsVisibleAsReportButton
| bool Barotrauma.OrderPrefab.IsVisibleAsReportButton |
|
get |
◆ TargetType
◆ WallSectionIndex
| int? Barotrauma.OrderPrefab.WallSectionIndex |
|
get |
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Characters/AI/Order.cs