Barotrauma Client
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Barotrauma.TagAction Class Reference

Tags a specific entity. Tags are used by other actions to refer to specific entities. The tags are event-specific, i.e. you cannot use a tag that was added by another event to refer to an entity. More...

Inheritance diagram for Barotrauma.TagAction:
Barotrauma.EventAction

Public Types

enum  SubType {
  Any = 0 , Player = 1 , Outpost = 2 , Wreck = 4 ,
  BeaconStation = 8
}
 

Public Member Functions

 TagAction (ScriptedEvent parentEvent, ContentXElement element)
 
override bool IsFinished (ref string goTo)
 
override void Reset ()
 
override void Update (float deltaTime)
 
override string ToDebugString ()
 Rich test to display in debugdraw.
 
- Public Member Functions inherited from Barotrauma.EventAction
 EventAction (ScriptedEvent parentEvent, ContentXElement element)
 
bool IsFinished (ref string goToLabel)
 Has the action finished.
 
virtual bool SetGoToTarget (string goTo)
 
void Reset ()
 
virtual bool CanBeFinished ()
 
virtual IEnumerable< EventActionGetSubActions ()
 

Static Public Member Functions

static bool SubmarineTypeMatches (Submarine sub, SubType submarineType)
 
- Static Public Member Functions inherited from Barotrauma.EventAction
static EventAction Instantiate (ScriptedEvent scriptedEvent, ContentXElement element)
 

Properties

string Criteria [get, set]
 
Identifier Tag [get, set]
 
SubType SubmarineType [get, set]
 
Identifier RequiredModuleTag [get, set]
 
bool IgnoreIncapacitatedCharacters [get, set]
 
bool AllowHiddenItems [get, set]
 
bool ChooseRandom [get, set]
 
bool ContinueIfNoTargetsFound [get, set]
 
float ChoosePercentage [get, set]
 

Additional Inherited Members

- Public Attributes inherited from Barotrauma.EventAction
readonly ScriptedEvent ParentEvent
 
- Protected Member Functions inherited from Barotrauma.EventAction
void ApplyTagsToHulls (Entity entity, Identifier hullTag, Identifier linkedHullTag)
 
string GetEventDebugName ()
 

Detailed Description

Tags a specific entity. Tags are used by other actions to refer to specific entities. The tags are event-specific, i.e. you cannot use a tag that was added by another event to refer to an entity.

Member Enumeration Documentation

◆ SubType

Enumerator
Any 
Player 
Outpost 
Wreck 
BeaconStation 

Constructor & Destructor Documentation

◆ TagAction()

Barotrauma.TagAction.TagAction ( ScriptedEvent parentEvent,
ContentXElement element )

Member Function Documentation

◆ IsFinished()

override bool Barotrauma.TagAction.IsFinished ( ref string goTo)

◆ Reset()

override void Barotrauma.TagAction.Reset ( )

◆ SubmarineTypeMatches()

static bool Barotrauma.TagAction.SubmarineTypeMatches ( Submarine sub,
SubType submarineType )
static

◆ ToDebugString()

override string Barotrauma.TagAction.ToDebugString ( )
virtual

Rich test to display in debugdraw.

public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} SomeAction -> "(someInfo: {info.ColorizeObject()})";
}
override string ToDebugString()
Rich test to display in debugdraw.
Definition TagAction.cs:415
Returns

Reimplemented from Barotrauma.EventAction.

◆ Update()

override void Barotrauma.TagAction.Update ( float deltaTime)
virtual

Reimplemented from Barotrauma.EventAction.

Property Documentation

◆ AllowHiddenItems

bool Barotrauma.TagAction.AllowHiddenItems
getset

◆ ChoosePercentage

float Barotrauma.TagAction.ChoosePercentage
getset

◆ ChooseRandom

bool Barotrauma.TagAction.ChooseRandom
getset

◆ ContinueIfNoTargetsFound

bool Barotrauma.TagAction.ContinueIfNoTargetsFound
getset

◆ Criteria

string Barotrauma.TagAction.Criteria
getset

◆ IgnoreIncapacitatedCharacters

bool Barotrauma.TagAction.IgnoreIncapacitatedCharacters
getset

◆ RequiredModuleTag

Identifier Barotrauma.TagAction.RequiredModuleTag
getset

◆ SubmarineType

SubType Barotrauma.TagAction.SubmarineType
getset

◆ Tag

Identifier Barotrauma.TagAction.Tag
getset

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