|
Barotrauma Client
|
Waits for a player to trigger the action before continuing. Triggering can mean entering a specific trigger area, or interacting with a specific entity. More...
Public Types | |
| enum | TriggerType { Inside , Outside } |
Public Member Functions | |
| TriggerAction (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< EventAction > | GetSubActions () |
Public Attributes | |
| bool | isRunning = false |
Public Attributes inherited from Barotrauma.EventAction | |
| readonly ScriptedEvent | ParentEvent |
Properties | |
| Identifier | Target1Tag [get, set] |
| Identifier | Target2Tag [get, set] |
| Identifier | TargetModuleType [get, set] |
| Identifier | ApplyToTarget1 [get, set] |
| Identifier | ApplyToTarget2 [get, set] |
| TriggerType | Type [get, set] |
| float | Radius [get, set] |
| bool | DisableInCombat [get, set] |
| bool | DisableIfTargetIncapacitated [get, set] |
| bool | WaitForInteraction [get, set] |
| bool | AllowMultipleTargets [get, set] |
| bool | CheckAllTargets [get, set] |
| bool | SelectOnTrigger [get, set] |
Additional Inherited Members | |
Static Public Member Functions inherited from Barotrauma.EventAction | |
| static EventAction | Instantiate (ScriptedEvent scriptedEvent, ContentXElement element) |
Protected Member Functions inherited from Barotrauma.EventAction | |
| void | ApplyTagsToHulls (Entity entity, Identifier hullTag, Identifier linkedHullTag) |
| string | GetEventDebugName () |
Waits for a player to trigger the action before continuing. Triggering can mean entering a specific trigger area, or interacting with a specific entity.
| Barotrauma.TriggerAction.TriggerAction | ( | ScriptedEvent | parentEvent, |
| ContentXElement | element ) |
| override bool Barotrauma.TriggerAction.IsFinished | ( | ref string | goTo | ) |
| override void Barotrauma.TriggerAction.Reset | ( | ) |
|
virtual |
Rich test to display in debugdraw.
Reimplemented from Barotrauma.EventAction.
|
virtual |
Reimplemented from Barotrauma.EventAction.
| bool Barotrauma.TriggerAction.isRunning = false |
|
getset |
|
getset |
|
getset |
|
getset |
|
getset |
|
getset |
|
getset |
|
getset |
|
getset |
|
getset |
|
getset |
|
getset |
|
getset |