Barotrauma Server
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Public Member Functions | |
AbilityConditionStatusEffectIdentifier (CharacterTalent characterTalent, ContentXElement conditionElement) | |
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AbilityConditionData (CharacterTalent characterTalent, ContentXElement conditionElement) | |
Some conditions rely on specific ability data that is integrally connected to the AbilityEffectType. This is done in order to avoid having to create duplicate ability behavior, such as if an ability needs to trigger a common ability effect but in specific circumstances. These conditions could also be partially replaced by more explicit AbilityEffectType enums, but this would introduce bloat and overhead to integral game logic when instead said logic can be made to only run when required using these conditions. | |
override bool | MatchesCondition () |
override bool | MatchesCondition (AbilityObject abilityObject) |
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AbilityCondition (CharacterTalent characterTalent, ContentXElement conditionElement) | |
bool | MatchesCondition (AbilityObject abilityObject) |
bool | MatchesCondition () |
Protected Member Functions | |
override bool | MatchesConditionSpecific (AbilityObject abilityObject) |
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void | LogAbilityConditionError (AbilityObject abilityObject, Type expectedData) |
bool | MatchesConditionSpecific (AbilityObject abilityObject) |
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List< TargetType > | ParseTargetTypes (string[] targetTypeStrings) |
bool | IsViableTarget (IEnumerable< TargetType > targetTypes, Character targetCharacter) |
Additional Inherited Members | |
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enum | TargetType { Any = 0 , Enemy = 1 , Ally = 2 , NotSelf = 3 , Alive = 4 , Monster = 5 , InFriendlySubmarine = 6 } |
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CharacterTalent | characterTalent |
Character | character |
bool | invert |
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virtual bool | AllowClientSimulation [get] |
Barotrauma.Abilities.AbilityConditionStatusEffectIdentifier.AbilityConditionStatusEffectIdentifier | ( | CharacterTalent | characterTalent, |
ContentXElement | conditionElement ) |
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protected |