Barotrauma Server
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Can be used to do various kinds of checks on items: whether a specific kind of item exists, if it's in a specific character's inventory or in a container, or whether some conditions are met on the item. More...
Public Member Functions | |
CheckItemAction (ScriptedEvent parentEvent, ContentXElement element) | |
override string | ToDebugString () |
Rich test to display in debugdraw. | |
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BinaryOptionAction (ScriptedEvent parentEvent, ContentXElement element) | |
override IEnumerable< EventAction > | GetSubActions () |
override bool | IsFinished (ref string goTo) |
override bool | SetGoToTarget (string goTo) |
override void | Reset () |
override void | Update (float deltaTime) |
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EventAction (ScriptedEvent parentEvent, ContentXElement element) | |
bool | IsFinished (ref string goToLabel) |
Has the action finished. | |
void | Reset () |
virtual bool | CanBeFinished () |
Protected Member Functions | |
override? bool | DetermineSuccess () |
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bool | DetermineFinished () |
bool | DetermineFinished (ref string goTo) |
bool | HasBeenDetermined () |
bool? | DetermineSuccess () |
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void | ApplyTagsToHulls (Entity entity, Identifier hullTag, Identifier linkedHullTag) |
string | GetEventDebugName () |
Properties | |
Identifier | TargetTag [get, set] |
string | ItemIdentifiers [get, set] |
string | ItemTags [get, set] |
int | Amount [get, set] |
Identifier | HullTag [get, set] |
Identifier | ApplyTagToTarget [get, set] |
Identifier | ApplyTagToItem [get, set] |
bool | RequireEquipped [get, set] |
bool | RequireWorn [get, set] |
bool | Recursive [get, set] |
int | ItemContainerIndex [get, set] |
float | RequiredConditionalMatchPercentage [get, set] |
bool | CompareToInitialAmount [get, set] |
Additional Inherited Members | |
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static EventAction | Instantiate (ScriptedEvent scriptedEvent, ContentXElement element) |
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SubactionGroup | Success = null |
SubactionGroup | Failure = null |
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readonly ScriptedEvent | ParentEvent |
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bool? | succeeded = null |
Can be used to do various kinds of checks on items: whether a specific kind of item exists, if it's in a specific character's inventory or in a container, or whether some conditions are met on the item.
Barotrauma.CheckItemAction.CheckItemAction | ( | ScriptedEvent | parentEvent, |
ContentXElement | element ) |
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protected |
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virtual |
Rich test to display in debugdraw.
Reimplemented from Barotrauma.EventAction.
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