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Barotrauma Server
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A special affliction type that gradually makes the character turn into another type of character. See AfflictionPrefabHusk for more details. More...
Public Types | |
| enum | InfectionState { Initial , Dormant , Transition , Active , Final } |
Public Member Functions | |
| AfflictionHusk (AfflictionPrefab prefab, float strength) | |
| override void | Update (CharacterHealth characterHealth, Limb targetLimb, float deltaTime) |
| void | ActivateHusk () |
| void | UnsubscribeFromDeathEvent () |
Public Member Functions inherited from Barotrauma.Affliction | |
| Affliction (AfflictionPrefab prefab, float strength) | |
| void | CopyProperties (Affliction source) |
| Copy properties here instead of using SerializableProperties (with reflection). | |
| void | Serialize (XElement element) |
| void | Deserialize (XElement element) |
| Affliction | CreateMultiplied (float multiplier, Affliction affliction) |
| override string | ToString () |
| LocalizedString | GetStrengthText () |
| AfflictionPrefab.Effect | GetActiveEffect () |
| float | GetVitalityDecrease (CharacterHealth characterHealth) |
| float | GetVitalityDecrease (CharacterHealth characterHealth, float strength) |
| float | GetScreenGrainStrength () |
| float | GetScreenDistortStrength () |
| float | GetRadialDistortStrength () |
| float | GetChromaticAberrationStrength () |
| float | GetAfflictionOverlayMultiplier () |
| Color | GetFaceTint () |
| Color | GetBodyTint () |
| float | GetScreenBlurStrength () |
| float | GetSkillMultiplier () |
| void | CalculateDamagePerSecond (float currentVitalityDecrease) |
| float | GetResistance (Identifier afflictionId) |
| float | GetSpeedMultiplier () |
| float | GetStatValue (StatTypes statType) |
| bool | HasFlag (AbilityFlags flagType) |
| void | ApplyStatusEffects (ActionType type, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) |
| void | ApplyStatusEffect (ActionType type, StatusEffect statusEffect, float deltaTime, CharacterHealth characterHealth, Limb targetLimb) |
| 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. | |
| bool | ShouldShowIcon (Character afflictedCharacter) |
Static Public Member Functions | |
| static List< Limb > | AttachHuskAppendage (Character character, AfflictionPrefabHusk matchingAffliction, ContentXElement appendageDefinition=null, Ragdoll ragdoll=null) |
| static Identifier | GetHuskedSpeciesName (Identifier speciesName, AfflictionPrefabHusk prefab) |
| static Identifier | GetNonHuskedSpeciesName (Identifier huskedSpeciesName, AfflictionPrefabHusk prefab) |
Static Public Member Functions inherited from Barotrauma.Affliction | |
| static LocalizedString | GetStrengthText (float strength, float maxStrength) |
Properties | |
| override float | Strength [get, set] |
| InfectionState | State [get] |
Properties inherited from Barotrauma.Affliction | |
| string | Name [get] |
| Dictionary< Identifier, SerializableProperty > | SerializableProperties [get, set] |
| float | PendingGrainEffectStrength [get, set] |
| float | GrainEffectStrength [get, set] |
| virtual float | Strength [get, set] |
| float | NonClampedStrength [get] |
| Identifier | Identifier [get] |
| float | Probability = 1.0f [get, set] |
| bool | DivideByLimbCount [get, set] |
| bool | MultiplyByMaxVitality [get, set] |
Properties inherited from Barotrauma.ISerializableEntity | |
Additional Inherited Members | |
Public Attributes inherited from Barotrauma.Affliction | |
| readonly AfflictionPrefab | Prefab |
| float | DamagePerSecond |
| float | DamagePerSecondTimer |
| float | PreviousVitalityDecrease |
| float | Value |
| float Affliction Source | StrengthDiminishMultiplier = (1.0f, null) |
| readonly Dictionary< AfflictionPrefab.PeriodicEffect, float > | PeriodicEffectTimers = new Dictionary<AfflictionPrefab.PeriodicEffect, float>() |
| double | AppliedAsSuccessfulTreatmentTime |
| double | AppliedAsFailedTreatmentTime |
| float | Duration |
| Character | Source |
| Which character gave this affliction. | |
Protected Attributes inherited from Barotrauma.Affliction | |
| bool | activeEffectDirty = true |
| float | _strength |
A special affliction type that gradually makes the character turn into another type of character. See AfflictionPrefabHusk for more details.
| Barotrauma.AfflictionHusk.AfflictionHusk | ( | AfflictionPrefab | prefab, |
| float | strength ) |
| void Barotrauma.AfflictionHusk.ActivateHusk | ( | ) |
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static |
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static |
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static |
| void Barotrauma.AfflictionHusk.UnsubscribeFromDeathEvent | ( | ) |
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virtual |
Reimplemented from Barotrauma.Affliction.
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get |
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getset |