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| | Affliction (AfflictionPrefab prefab, float strength) |
| |
| void | CopyProperties (Affliction source) |
| | Copy properties here instead of using SerializableProperties (with reflection).
|
| |
| void | Serialize (XElement element) |
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| void | Deserialize (XElement element) |
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| Affliction | CreateMultiplied (float multiplier, Affliction affliction) |
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| override string | ToString () |
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| LocalizedString | GetStrengthText () |
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| AfflictionPrefab.Effect | GetActiveEffect () |
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| float | GetVitalityDecrease (CharacterHealth characterHealth) |
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| float | GetVitalityDecrease (CharacterHealth characterHealth, float strength) |
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| float | GetScreenGrainStrength () |
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| float | GetScreenDistortStrength () |
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| float | GetRadialDistortStrength () |
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| float | GetChromaticAberrationStrength () |
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| float | GetAfflictionOverlayMultiplier () |
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| Color | GetFaceTint () |
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| Color | GetBodyTint () |
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| float | GetScreenBlurStrength () |
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| float | GetSkillMultiplier () |
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| void | CalculateDamagePerSecond (float currentVitalityDecrease) |
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| float | GetResistance (Identifier afflictionId) |
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| float | GetSpeedMultiplier () |
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| float | GetStatValue (StatTypes statType) |
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| bool | HasFlag (AbilityFlags flagType) |
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| virtual void | Update (CharacterHealth characterHealth, Limb targetLimb, float deltaTime) |
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| void | ApplyStatusEffects (ActionType type, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) |
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| void | ApplyStatusEffect (ActionType type, StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) |
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| void | SetStrength (float strength) |
| | Use this method to skip clamping and additional logic of the setters. Ideally we would keep this private, but doing so would require too much refactoring.
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| bool | ShouldShowIcon (Character afflictedCharacter) |
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◆ Affliction()
◆ ApplyStatusEffect()
◆ ApplyStatusEffects()
◆ CalculateDamagePerSecond()
| void Barotrauma.Affliction.CalculateDamagePerSecond |
( |
float | currentVitalityDecrease | ) |
|
◆ CopyProperties()
| void Barotrauma.Affliction.CopyProperties |
( |
Affliction | source | ) |
|
Copy properties here instead of using SerializableProperties (with reflection).
◆ CreateMultiplied()
◆ Deserialize()
| void Barotrauma.Affliction.Deserialize |
( |
XElement | element | ) |
|
◆ GetActiveEffect()
◆ GetAfflictionOverlayMultiplier()
| float Barotrauma.Affliction.GetAfflictionOverlayMultiplier |
( |
| ) |
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◆ GetBodyTint()
| Color Barotrauma.Affliction.GetBodyTint |
( |
| ) |
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◆ GetChromaticAberrationStrength()
| float Barotrauma.Affliction.GetChromaticAberrationStrength |
( |
| ) |
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◆ GetFaceTint()
| Color Barotrauma.Affliction.GetFaceTint |
( |
| ) |
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◆ GetRadialDistortStrength()
| float Barotrauma.Affliction.GetRadialDistortStrength |
( |
| ) |
|
◆ GetResistance()
| float Barotrauma.Affliction.GetResistance |
( |
Identifier | afflictionId | ) |
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◆ GetScreenBlurStrength()
| float Barotrauma.Affliction.GetScreenBlurStrength |
( |
| ) |
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◆ GetScreenDistortStrength()
| float Barotrauma.Affliction.GetScreenDistortStrength |
( |
| ) |
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◆ GetScreenGrainStrength()
| float Barotrauma.Affliction.GetScreenGrainStrength |
( |
| ) |
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◆ GetSkillMultiplier()
| float Barotrauma.Affliction.GetSkillMultiplier |
( |
| ) |
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◆ GetSpeedMultiplier()
| float Barotrauma.Affliction.GetSpeedMultiplier |
( |
| ) |
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◆ GetStatValue()
| float Barotrauma.Affliction.GetStatValue |
( |
StatTypes | statType | ) |
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◆ GetStrengthText() [1/2]
◆ GetStrengthText() [2/2]
| static LocalizedString Barotrauma.Affliction.GetStrengthText |
( |
float | strength, |
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|
float | maxStrength ) |
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static |
◆ GetVitalityDecrease() [1/2]
| float Barotrauma.Affliction.GetVitalityDecrease |
( |
CharacterHealth | characterHealth | ) |
|
◆ GetVitalityDecrease() [2/2]
| float Barotrauma.Affliction.GetVitalityDecrease |
( |
CharacterHealth | characterHealth, |
|
|
float | strength ) |
◆ HasFlag()
◆ Serialize()
| void Barotrauma.Affliction.Serialize |
( |
XElement | element | ) |
|
◆ SetStrength()
| void Barotrauma.Affliction.SetStrength |
( |
float | strength | ) |
|
Use this method to skip clamping and additional logic of the setters. Ideally we would keep this private, but doing so would require too much refactoring.
◆ ShouldShowIcon()
| bool Barotrauma.Affliction.ShouldShowIcon |
( |
Character | afflictedCharacter | ) |
|
◆ ToString()
| override string Barotrauma.Affliction.ToString |
( |
| ) |
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◆ Update()
| virtual void Barotrauma.Affliction.Update |
( |
CharacterHealth | characterHealth, |
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Limb | targetLimb, |
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float | deltaTime ) |
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virtual |
◆ _strength
| float Barotrauma.Affliction._strength |
|
protected |
◆ activeEffectDirty
| bool Barotrauma.Affliction.activeEffectDirty = true |
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protected |
◆ AppliedAsFailedTreatmentTime
| double Barotrauma.Affliction.AppliedAsFailedTreatmentTime |
◆ AppliedAsSuccessfulTreatmentTime
| double Barotrauma.Affliction.AppliedAsSuccessfulTreatmentTime |
◆ DamagePerSecond
| float Barotrauma.Affliction.DamagePerSecond |
◆ DamagePerSecondTimer
| float Barotrauma.Affliction.DamagePerSecondTimer |
◆ Duration
| float Barotrauma.Affliction.Duration |
◆ PeriodicEffectTimers
◆ Prefab
◆ PreviousVitalityDecrease
| float Barotrauma.Affliction.PreviousVitalityDecrease |
◆ Source
Which character gave this affliction.
◆ StrengthDiminishMultiplier
| float Affliction Source Barotrauma.Affliction.StrengthDiminishMultiplier = (1.0f, null) |
◆ Value
| float Barotrauma.Affliction.Value |
◆ DivideByLimbCount
| bool Barotrauma.Affliction.DivideByLimbCount |
|
getset |
◆ GrainEffectStrength
| float Barotrauma.Affliction.GrainEffectStrength |
|
getset |
◆ Identifier
| Identifier Barotrauma.Affliction.Identifier |
|
get |
◆ MultiplyByMaxVitality
| bool Barotrauma.Affliction.MultiplyByMaxVitality |
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getset |
◆ Name
| string Barotrauma.Affliction.Name |
|
get |
◆ NonClampedStrength
| float Barotrauma.Affliction.NonClampedStrength |
|
get |
◆ PendingGrainEffectStrength
| float Barotrauma.Affliction.PendingGrainEffectStrength |
|
getset |
◆ Probability
| float Barotrauma.Affliction.Probability = 1.0f |
|
getset |
◆ SerializableProperties
◆ Strength
| virtual float Barotrauma.Affliction.Strength |
|
getset |
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Characters/Health/Afflictions/Affliction.cs