Barotrauma Client
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Barotrauma.PriceInfo Class Reference

Public Member Functions

 PriceInfo (XElement element)
 Support for the old style of determining item prices when there were individual Price elements for each location type where the item was for sale.
 
 PriceInfo (int price, bool canBeBought, int minAmount=0, int maxAmount=0, bool canBeSpecial=true, int minLevelDifficulty=0, float buyingPriceMultiplier=1f, bool displayNonEmpty=false, bool requiresUnlock=false, string storeIdentifier=null)
 

Static Public Member Functions

static List< PriceInfoCreatePriceInfos (XElement element, out PriceInfo defaultPrice)
 

Properties

int Price [get]
 
bool CanBeBought [get]
 
int MinAvailableAmount [get]
 Minimum number of items available at a given store.
 
int MaxAvailableAmount [get]
 Maximum number of items available at a given store. Defaults to 20% more than the minimum amount.
 
bool CanBeSpecial [get]
 Can the item be a Daily Special or a Requested Good.
 
int MinLevelDifficulty [get]
 The item isn't available in stores unless the level's difficulty is above this value.
 
float BuyingPriceMultiplier = 1f [get]
 The cost of item when sold by the store. Higher modifier means the item costs more to buy from the store.
 
bool DisplayNonEmpty = false [get]
 
Identifier StoreIdentifier [get]
 
bool RequiresUnlock [get]
 
IReadOnlyDictionary< Identifier, float > MinReputation [get]
 Minimum reputation needed to buy the item (Key = faction ID, Value = min rep)
 

Constructor & Destructor Documentation

◆ PriceInfo() [1/2]

Barotrauma.PriceInfo.PriceInfo ( XElement element)

Support for the old style of determining item prices when there were individual Price elements for each location type where the item was for sale.

◆ PriceInfo() [2/2]

Barotrauma.PriceInfo.PriceInfo ( int price,
bool canBeBought,
int minAmount = 0,
int maxAmount = 0,
bool canBeSpecial = true,
int minLevelDifficulty = 0,
float buyingPriceMultiplier = 1f,
bool displayNonEmpty = false,
bool requiresUnlock = false,
string storeIdentifier = null )

Member Function Documentation

◆ CreatePriceInfos()

static List< PriceInfo > Barotrauma.PriceInfo.CreatePriceInfos ( XElement element,
out PriceInfo defaultPrice )
static

Property Documentation

◆ BuyingPriceMultiplier

float Barotrauma.PriceInfo.BuyingPriceMultiplier = 1f
get

The cost of item when sold by the store. Higher modifier means the item costs more to buy from the store.

◆ CanBeBought

bool Barotrauma.PriceInfo.CanBeBought
get

◆ CanBeSpecial

bool Barotrauma.PriceInfo.CanBeSpecial
get

Can the item be a Daily Special or a Requested Good.

◆ DisplayNonEmpty

bool Barotrauma.PriceInfo.DisplayNonEmpty = false
get

◆ MaxAvailableAmount

int Barotrauma.PriceInfo.MaxAvailableAmount
get

Maximum number of items available at a given store. Defaults to 20% more than the minimum amount.

◆ MinAvailableAmount

int Barotrauma.PriceInfo.MinAvailableAmount
get

Minimum number of items available at a given store.

◆ MinLevelDifficulty

int Barotrauma.PriceInfo.MinLevelDifficulty
get

The item isn't available in stores unless the level's difficulty is above this value.

◆ MinReputation

IReadOnlyDictionary<Identifier, float> Barotrauma.PriceInfo.MinReputation
get

Minimum reputation needed to buy the item (Key = faction ID, Value = min rep)

◆ Price

int Barotrauma.PriceInfo.Price
get

◆ RequiresUnlock

bool Barotrauma.PriceInfo.RequiresUnlock
get

◆ StoreIdentifier

Identifier Barotrauma.PriceInfo.StoreIdentifier
get

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