Barotrauma Server
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Barotrauma.Editable Class Reference
Inheritance diagram for Barotrauma.Editable:
Barotrauma.ConditionallyEditable Barotrauma.InGameEditable

Public Member Functions

 Editable (int maxLength=20)
 
 Editable (int minValue, int maxValue)
 
 Editable (float minValue, float maxValue, int decimals=1)
 

Public Attributes

int MaxLength
 
int DecimalCount = 1
 
int MinValueInt = int.MinValue
 
int MaxValueInt = int.MaxValue
 
float MinValueFloat = float.MinValue
 
float MaxValueFloat = float.MaxValue
 
bool ForceShowPlusMinusButtons
 
float ValueStep
 
bool TransferToSwappedItem
 Should the value customized in the editor be applied to the new item swapped in place of this item. Used e.g. for transferring the auto operate properties from one turret to another installed on place of it.
 
string[] VectorComponentLabels
 Labels of the components of a vector property (defaults to x,y,z,w)
 
string FallBackTextTag
 If a translation can't be found for the property name, this tag is used instead.
 
bool ReadOnly
 Currently implemented only for int and bool fields. TODO: implement the remaining types (SerializableEntityEditor)
 

Constructor & Destructor Documentation

◆ Editable() [1/3]

Barotrauma.Editable.Editable ( int maxLength = 20)

◆ Editable() [2/3]

Barotrauma.Editable.Editable ( int minValue,
int maxValue )

◆ Editable() [3/3]

Barotrauma.Editable.Editable ( float minValue,
float maxValue,
int decimals = 1 )

Member Data Documentation

◆ DecimalCount

int Barotrauma.Editable.DecimalCount = 1

◆ FallBackTextTag

string Barotrauma.Editable.FallBackTextTag

If a translation can't be found for the property name, this tag is used instead.

◆ ForceShowPlusMinusButtons

bool Barotrauma.Editable.ForceShowPlusMinusButtons

◆ MaxLength

int Barotrauma.Editable.MaxLength

◆ MaxValueFloat

float Barotrauma.Editable.MaxValueFloat = float.MaxValue

◆ MaxValueInt

int Barotrauma.Editable.MaxValueInt = int.MaxValue

◆ MinValueFloat

float Barotrauma.Editable.MinValueFloat = float.MinValue

◆ MinValueInt

int Barotrauma.Editable.MinValueInt = int.MinValue

◆ ReadOnly

bool Barotrauma.Editable.ReadOnly

Currently implemented only for int and bool fields. TODO: implement the remaining types (SerializableEntityEditor)

◆ TransferToSwappedItem

bool Barotrauma.Editable.TransferToSwappedItem

Should the value customized in the editor be applied to the new item swapped in place of this item. Used e.g. for transferring the auto operate properties from one turret to another installed on place of it.

◆ ValueStep

float Barotrauma.Editable.ValueStep

◆ VectorComponentLabels

string [] Barotrauma.Editable.VectorComponentLabels

Labels of the components of a vector property (defaults to x,y,z,w)


The documentation for this class was generated from the following file: