Barotrauma Server
|
Responsible for keeping track of the characters in the player crew, saving and loading their orders, managing the crew list UI. More...
Classes | |
class | ActiveOrder |
Public Member Functions | |
IEnumerable< Character > | GetCharacters () |
IEnumerable< CharacterInfo > | GetCharacterInfos () |
Note: this only returns AI characters' infos in multiplayer. The infos are used to manage hiring/firing/renaming, which only applies to AI characters. Use GetSessionCrewCharacters to get all the characters regardless if they're player or AI controlled. | |
CrewManager (bool isSinglePlayer) | |
bool | AddOrder (Order order, float? fadeOutTime) |
void | AddCharacterElements (XElement element) |
void | RemoveCharacterInfo (CharacterInfo characterInfo) |
Remove info of a selected character. The character will not be visible in any menus or the round summary. | |
void | AddCharacter (Character character, bool sortCrewList=true) |
bool | IsFired (Character character) |
void | RemoveCharacter (Character character, bool removeInfo=false, bool resetCrewListIndex=true) |
Remove the character from the crew (and crew menus). | |
void | AddCharacterInfo (CharacterInfo characterInfo) |
void | ClearCharacterInfos () |
void | InitRound () |
List< WayPoint > | GetOutpostSpawnpoints () |
Returns the potential crew spawnpositions for the crew in the loaded outpost. | |
void | InitializeCharacter (Character character, WayPoint mainSubWaypoint, WayPoint spawnWaypoint) |
void | RenameCharacter (CharacterInfo characterInfo, string newName) |
void | FireCharacter (CharacterInfo characterInfo) |
void | ClearCurrentOrders () |
void | Update (float deltaTime) |
void | AddConversation (List<(Character speaker, string line)> conversationLines) |
void | SaveActiveOrders (XElement element) |
void | LoadActiveOrders (XElement element) |
XElement | SaveMultiplayer (XElement parentElement) |
Saves bots in multiplayer. | |
void | ServerWriteActiveOrders (IWriteMessage msg) |
Static Public Member Functions | |
static Character | GetCharacterForQuickAssignment (Order order, Character controlledCharacter, IEnumerable< Character > characters, bool includeSelf=false) |
static IEnumerable< Character > | GetCharactersSortedForOrder (Order order, IEnumerable< Character > characters, Character controlledCharacter, bool includeSelf, IEnumerable< Character > extraCharacters=null) |
Public Attributes | |
ReadyCheck | ActiveReadyCheck |
Static Public Attributes | |
const int | MaxCrewSize = 16 |
Properties | |
bool | HasBots [get, set] |
List< ActiveOrder > | ActiveOrders = new List<ActiveOrder>() [get] |
bool | IsSinglePlayer [get] |
Responsible for keeping track of the characters in the player crew, saving and loading their orders, managing the crew list UI.
Barotrauma.CrewManager.CrewManager | ( | bool | isSinglePlayer | ) |
void Barotrauma.CrewManager.AddCharacter | ( | Character | character, |
bool | sortCrewList = true ) |
void Barotrauma.CrewManager.AddCharacterElements | ( | XElement | element | ) |
void Barotrauma.CrewManager.AddCharacterInfo | ( | CharacterInfo | characterInfo | ) |
void Barotrauma.CrewManager.AddConversation | ( | List<(Character speaker, string line)> | conversationLines | ) |
bool Barotrauma.CrewManager.AddOrder | ( | Order | order, |
float? | fadeOutTime ) |
void Barotrauma.CrewManager.ClearCharacterInfos | ( | ) |
void Barotrauma.CrewManager.ClearCurrentOrders | ( | ) |
void Barotrauma.CrewManager.FireCharacter | ( | CharacterInfo | characterInfo | ) |
|
static |
IEnumerable< CharacterInfo > Barotrauma.CrewManager.GetCharacterInfos | ( | ) |
Note: this only returns AI characters' infos in multiplayer. The infos are used to manage hiring/firing/renaming, which only applies to AI characters. Use GetSessionCrewCharacters to get all the characters regardless if they're player or AI controlled.
IEnumerable< Character > Barotrauma.CrewManager.GetCharacters | ( | ) |
|
static |
List< WayPoint > Barotrauma.CrewManager.GetOutpostSpawnpoints | ( | ) |
Returns the potential crew spawnpositions for the crew in the loaded outpost.
void Barotrauma.CrewManager.InitializeCharacter | ( | Character | character, |
WayPoint | mainSubWaypoint, | ||
WayPoint | spawnWaypoint ) |
void Barotrauma.CrewManager.InitRound | ( | ) |
bool Barotrauma.CrewManager.IsFired | ( | Character | character | ) |
void Barotrauma.CrewManager.LoadActiveOrders | ( | XElement | element | ) |
void Barotrauma.CrewManager.RemoveCharacter | ( | Character | character, |
bool | removeInfo = false, | ||
bool | resetCrewListIndex = true ) |
Remove the character from the crew (and crew menus).
character | The character to remove |
removeInfo | If the character info is also removed, the character will not be visible in the round summary. |
void Barotrauma.CrewManager.RemoveCharacterInfo | ( | CharacterInfo | characterInfo | ) |
Remove info of a selected character. The character will not be visible in any menus or the round summary.
characterInfo |
void Barotrauma.CrewManager.RenameCharacter | ( | CharacterInfo | characterInfo, |
string | newName ) |
void Barotrauma.CrewManager.SaveActiveOrders | ( | XElement | element | ) |
XElement Barotrauma.CrewManager.SaveMultiplayer | ( | XElement | parentElement | ) |
Saves bots in multiplayer.
void Barotrauma.CrewManager.ServerWriteActiveOrders | ( | IWriteMessage | msg | ) |
void Barotrauma.CrewManager.Update | ( | float | deltaTime | ) |
ReadyCheck Barotrauma.CrewManager.ActiveReadyCheck |
|
static |
|
get |
|
getset |
|
get |