Barotrauma Client
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Public Member Functions | |
override void | Move (Vector2 amount, bool ignoreContacts=true) |
Structure (Rectangle rectangle, StructurePrefab sp, Submarine submarine, ushort id=Entity.NullEntityID, XElement element=null) | |
override string | ToString () |
override MapEntity | Clone () |
override Quad2D | GetTransformedQuad () |
override bool | IsMouseOn (Vector2 position) |
override void | ShallowRemove () |
Remove the entity from the entity list without removing links to other entities. | |
override void | Remove () |
WallSection | GetSection (int sectionIndex) |
bool | SectionBodyDisabled (int sectionIndex) |
bool | AllSectionBodiesDisabled () |
bool | SectionIsLeaking (int sectionIndex) |
Sections that are leaking have a gap placed on them. | |
bool | SectionIsLeakingFromOutside (int sectionIndex) |
int | SectionLength (int sectionIndex) |
override bool | AddUpgrade (Upgrade upgrade, bool createNetworkEvent=false) |
Adds a new upgrade to the item. | |
void | AddDamage (int sectionIndex, float damage, Character attacker=null, bool emitParticles=true, bool createWallDamageProjectiles=false) |
int | FindSectionIndex (Vector2 displayPos, bool world=false, bool clamp=false) |
float | SectionDamage (int sectionIndex) |
Vector2 | SectionPosition (int sectionIndex, bool world=false) |
AttackResult | AddDamage (Character attacker, Vector2 worldPosition, Attack attack, Vector2 impulseDirection, float deltaTime, bool playSound=false) |
void | SetDamage (int sectionIndex, float damage, Character attacker=null, bool createNetworkEvent=true, bool isNetworkEvent=true, bool createExplosionEffect=true, bool createWallDamageProjectiles=false) |
void | SetCollisionCategory (Category collisionCategory) |
override void | FlipX (bool relativeToSub) |
Flip the entity horizontally. | |
override void | FlipY (bool relativeToSub) |
Flip the entity vertically. | |
override XElement | Save (XElement parentElement) |
override void | OnMapLoaded () |
virtual void | Reset () |
override void | Update (float deltaTime, Camera cam) |
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void | AddLinked (MapEntity entity) |
MapEntity (MapEntityPrefab prefab, Submarine submarine, ushort id) | |
void | ResolveLinks (IdRemap childRemap) |
bool | HasUpgrade (Identifier identifier) |
Upgrade | GetUpgrade (Identifier identifier) |
List< Upgrade > | GetUpgrades () |
void | SetUpgrade (Upgrade upgrade, bool createNetworkEvent=false) |
MapEntity | Clone () |
void | RemoveLinked (MapEntity e) |
HashSet< T > | GetLinkedEntities< T > (HashSet< T > list=null, int? maxDepth=null, Func< T, bool > filter=null) |
Gets all linked entities of specific type. | |
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Entity (Submarine submarine, ushort id) | |
void | FreeID () |
Removes the entity from the entity dictionary and frees up the ID it was using. | |
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Static Public Member Functions | |
static Structure | GetAttachTarget (Vector2 worldPosition) |
Checks if there's a structure items can be attached to at the given position and returns it. | |
static Structure | Load (ContentXElement element, Submarine submarine, IdRemap idRemap) |
static StructurePrefab | FindPrefab (string name, Identifier identifier) |
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static void | ClearHighlightedEntities () |
static List< MapEntity > | Clone (List< MapEntity > entitiesToClone) |
static void | UpdateAll (float deltaTime, Camera cam) |
Call Update() on every object in Entity.list. | |
static List< MapEntity > | LoadAll (Submarine submarine, XElement parentElement, string filePath, int idOffset) |
static void | MapLoaded (List< MapEntity > entities, bool updateHulls) |
static void | InitializeLoadedLinks (IEnumerable< MapEntity > entities) |
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static IReadOnlyCollection< Entity > | GetEntities () |
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) |
Static Public Attributes | |
const int | WallSectionSize = 96 |
static List< Structure > | WallList = new List<Structure>() |
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static readonly List< MapEntity > | MapEntityList = new List<MapEntity>() |
static int | MapEntityUpdateInterval = 1 |
static int | PoweredUpdateInterval = 1 |
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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 Attributes | |
Color | spriteColor |
float | rotationRad = 0f |
Vector2 | textureScale = Vector2.One |
Vector2 | textureOffset = Vector2.Zero |
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List< ushort > | linkedToID |
readonly List< Upgrade > | Upgrades = new List<Upgrade>() |
List of upgrades this item has. | |
bool | flippedX |
bool | flippedY |
Rectangle | rect |
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AITarget | aiTarget |
Properties | |
bool | Indestructible [get, set] |
WallSection[] | Sections [get] |
override Sprite | Sprite [get] |
bool | IsPlatform [get] |
Direction | StairDirection [get] |
override string | Name [get] |
bool | HasBody [get] |
List< Body > | Bodies [get] |
bool | CastShadow [get, set] |
bool | IsHorizontal [get] |
int | SectionCount [get] |
float | MaxHealth [get, set] |
float | CrushDepth [get, set] |
float | Health [get] |
override bool | DrawBelowWater [get] |
override bool | DrawOverWater [get] |
bool | DrawDamageEffect [get] |
bool | HasDamage [get] |
new StructurePrefab | Prefab [get] |
ImmutableHashSet< Identifier > | Tags [get] |
string | SpecialTag [get, set] |
Color | SpriteColor [get, set] |
bool | UseDropShadow [get] |
Vector2 | DropShadowOffset [get] |
override float | Scale [get, set] |
float | Rotation [get, set] |
Vector2 | TextureScale [get, set] |
float | ScaleWhenTextureOffsetSet = 1.0f [get] |
Vector2 | TextureOffset [get, set] |
Rectangle | DefaultRect [get, set] |
Unscaled rect. | |
override Rectangle | Rect [get, set] |
float | BodyWidth [get] |
float | BodyHeight [get] |
float | BodyRotation [get] |
In radians, takes flipping into account. | |
Vector2 | BodyOffset [get] |
Offset of the physics body from the center of the structure. Takes flipping into account. | |
bool | NoAITarget [get] |
Dictionary< Identifier, SerializableProperty > | SerializableProperties [get] |
Vector2 | DirectionUnit [get] |
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string | DisallowedUpgrades [get, set] |
bool | FlippedX [get] |
bool | FlippedY [get] |
static IEnumerable< MapEntity > | HighlightedEntities [get] |
bool | ExternalHighlight [get, set] |
bool | IsHighlighted [get, set] |
virtual Rectangle | Rect [get, set] |
Rectangle | WorldRect [get] |
virtual Sprite | Sprite [get] |
virtual bool | DrawBelowWater [get] |
virtual bool | DrawOverWater [get] |
virtual bool | Linkable [get] |
IEnumerable< Identifier > | AllowedLinks [get] |
bool | ResizeHorizontal [get] |
bool | ResizeVertical [get] |
int | RectWidth [get, set] |
int | RectHeight [get, set] |
bool | SpriteDepthOverrideIsSet [get] |
float | SpriteOverrideDepth [get] |
float | SpriteDepth [get, set] |
virtual float | Scale = 1 [get, set] |
bool | HiddenInGame [get, set] |
bool | IsLayerHidden [get, set] |
Is the layer this entity is in currently hidden? If it is, the entity is not updated and should do nothing. | |
bool | IsHidden [get] |
Is the entity hidden due to HiddenInGame being enabled or the layer the entity is in being hidden? | |
override Vector2 | Position [get] |
override Vector2 | SimPosition [get] |
float | SoundRange [get, set] |
float | SightRange [get, set] |
bool | RemoveIfLinkedOutpostDoorInUse = true [get, protected set] |
string | Layer [get, set] |
virtual string | Name [get] |
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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] |
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Vector2 | SimPosition [get] |
Vector2 | WorldPosition [get] |
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Additional Inherited Members | |
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readonly MapEntityPrefab | Prefab |
List< ushort > | unresolvedLinkedToID |
readonly HashSet< Identifier > | DisallowedUpgradeSet = new HashSet<Identifier>() |
readonly List< MapEntity > | linkedTo = new List<MapEntity>() |
bool | ShouldBeSaved = true |
int | OriginalModuleIndex = -1 |
The index of the outpost module this entity originally spawned in (-1 if not an outpost item) | |
int | OriginalContainerIndex = -1 |
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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 |
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void | ParseLinks (XElement element, IdRemap idRemap) |
virtual void | CheckIsHighlighted () |
void | InsertToList () |
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virtual ushort | DetermineID (ushort id, Submarine submarine) |
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static readonly HashSet< MapEntity > | highlightedEntities = new HashSet<MapEntity>() |
Barotrauma.Structure.Structure | ( | Rectangle | rectangle, |
StructurePrefab | sp, | ||
Submarine | submarine, | ||
ushort | id = Entity::NullEntityID, | ||
XElement | element = null ) |
AttackResult Barotrauma.Structure.AddDamage | ( | Character | attacker, |
Vector2 | worldPosition, | ||
Attack | attack, | ||
Vector2 | impulseDirection, | ||
float | deltaTime, | ||
bool | playSound = false ) |
Implements Barotrauma.IDamageable.
void Barotrauma.Structure.AddDamage | ( | int | sectionIndex, |
float | damage, | ||
Character | attacker = null, | ||
bool | emitParticles = true, | ||
bool | createWallDamageProjectiles = false ) |
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Adds a new upgrade to the item.
Reimplemented from Barotrauma.MapEntity.
bool Barotrauma.Structure.AllSectionBodiesDisabled | ( | ) |
override MapEntity Barotrauma.Structure.Clone | ( | ) |
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int Barotrauma.Structure.FindSectionIndex | ( | Vector2 | displayPos, |
bool | world = false, | ||
bool | clamp = false ) |
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Flip the entity horizontally.
relativeToSub | Should the entity be flipped across the y-axis of the sub it's inside |
Reimplemented from Barotrauma.MapEntity.
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Flip the entity vertically.
relativeToSub | Should the entity be flipped across the x-axis of the sub it's inside |
Reimplemented from Barotrauma.MapEntity.
Checks if there's a structure items can be attached to at the given position and returns it.
WallSection Barotrauma.Structure.GetSection | ( | int | sectionIndex | ) |
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Reimplemented from Barotrauma.MapEntity.
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Reimplemented from Barotrauma.MapEntity.
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Reimplemented from Barotrauma.MapEntity.
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Reimplemented from Barotrauma.MapEntity.
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Reimplemented from Barotrauma.MapEntity.
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Reimplemented from Barotrauma.MapEntity.
bool Barotrauma.Structure.SectionBodyDisabled | ( | int | sectionIndex | ) |
float Barotrauma.Structure.SectionDamage | ( | int | sectionIndex | ) |
bool Barotrauma.Structure.SectionIsLeaking | ( | int | sectionIndex | ) |
Sections that are leaking have a gap placed on them.
bool Barotrauma.Structure.SectionIsLeakingFromOutside | ( | int | sectionIndex | ) |
int Barotrauma.Structure.SectionLength | ( | int | sectionIndex | ) |
Vector2 Barotrauma.Structure.SectionPosition | ( | int | sectionIndex, |
bool | world = false ) |
void Barotrauma.Structure.SetCollisionCategory | ( | Category | collisionCategory | ) |
void Barotrauma.Structure.SetDamage | ( | int | sectionIndex, |
float | damage, | ||
Character | attacker = null, | ||
bool | createNetworkEvent = true, | ||
bool | isNetworkEvent = true, | ||
bool | createExplosionEffect = true, | ||
bool | createWallDamageProjectiles = false ) |
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Remove the entity from the entity list without removing links to other entities.
Reimplemented from Barotrauma.MapEntity.
override string Barotrauma.Structure.ToString | ( | ) |
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Reimplemented from Barotrauma.MapEntity.
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Offset of the physics body from the center of the structure. Takes flipping into account.
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In radians, takes flipping into account.
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Unscaled rect.
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Implements Barotrauma.IDamageable.
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Implements Barotrauma.ISerializableEntity.
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Implements Barotrauma.ISerializableEntity.
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