◆ EventAction()
Barotrauma.EventAction.EventAction |
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ScriptedEvent | parentEvent, |
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ContentXElement | element ) |
◆ ApplyTagsToHulls()
void Barotrauma.EventAction.ApplyTagsToHulls |
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Entity | entity, |
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Identifier | hullTag, |
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Identifier | linkedHullTag ) |
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◆ CanBeFinished()
virtual bool Barotrauma.EventAction.CanBeFinished |
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◆ GetEventDebugName()
string Barotrauma.EventAction.GetEventDebugName |
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◆ GetSubActions()
virtual IEnumerable< EventAction > Barotrauma.EventAction.GetSubActions |
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◆ Instantiate()
◆ IsFinished()
bool Barotrauma.EventAction.IsFinished |
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ref string | goToLabel | ) |
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Has the action finished.
- Parameters
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goToLabel | If null or empty, the event moves to the next action. Otherwise it moves to the specified label. |
- Returns
◆ Reset()
void Barotrauma.EventAction.Reset |
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◆ SetGoToTarget()
virtual bool Barotrauma.EventAction.SetGoToTarget |
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string | goTo | ) |
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◆ ToDebugString()
virtual string Barotrauma.EventAction.ToDebugString |
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Rich test to display in debugdraw.
{
return $"{ToolBox.GetDebugSymbol(isFinished)} SomeAction -> "(someInfo: {info.ColorizeObject()})";
}
virtual string ToDebugString()
Rich test to display in debugdraw.
Definition EventAction.cs:219
- Returns
Reimplemented in Barotrauma.AfflictionAction, Barotrauma.CheckDataAction, Barotrauma.CheckDifficultyAction, Barotrauma.CheckItemAction, Barotrauma.CheckMoneyAction, Barotrauma.CheckTraitorEventStateAction, Barotrauma.CheckTraitorVoteAction, Barotrauma.CheckVisibilityAction, Barotrauma.ClearTagAction, Barotrauma.CombatAction, Barotrauma.ConversationAction, Barotrauma.CountTargetsAction, Barotrauma.DamageBeaconStationAction, Barotrauma.EventLogAction, Barotrauma.FireAction, Barotrauma.GiveExpAction, Barotrauma.GiveSkillExpAction, Barotrauma.GodModeAction, Barotrauma.GoTo, Barotrauma.Label, Barotrauma.LayerAction, Barotrauma.MessageBoxAction, Barotrauma.MissionAction, Barotrauma.MissionStateAction, Barotrauma.ModifyLocationAction, Barotrauma.MoneyAction, Barotrauma.NPCChangeTeamAction, Barotrauma.NPCFollowAction, Barotrauma.NPCOperateItemAction, Barotrauma.NPCWaitAction, Barotrauma.OnRoundEndAction, Barotrauma.ReputationAction, Barotrauma.RNGAction, Barotrauma.SetDataAction, Barotrauma.SetPriceMultiplierAction, Barotrauma.SetTraitorEventStateAction, Barotrauma.SkillCheckAction, Barotrauma.SpawnAction, Barotrauma.StatusEffectAction, Barotrauma.TagAction, Barotrauma.TriggerAction, Barotrauma.TriggerEventAction, Barotrauma.UnlockPathAction, Barotrauma.WaitAction, Barotrauma.WaitForItemFabricatedAction, and Barotrauma.WaitForItemUsedAction.
◆ Update()
virtual void Barotrauma.EventAction.Update |
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float | deltaTime | ) |
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Reimplemented in Barotrauma.AfflictionAction, Barotrauma.BinaryOptionAction, Barotrauma.ClearTagAction, Barotrauma.CombatAction, Barotrauma.ConversationAction, Barotrauma.DamageBeaconStationAction, Barotrauma.EventLogAction, Barotrauma.EventObjectiveAction, Barotrauma.FireAction, Barotrauma.GiveExpAction, Barotrauma.GiveSkillExpAction, Barotrauma.GodModeAction, Barotrauma.HighlightAction, Barotrauma.InventoryHighlightAction, Barotrauma.LayerAction, Barotrauma.MessageBoxAction, Barotrauma.MissionAction, Barotrauma.MissionStateAction, Barotrauma.ModifyLocationAction, Barotrauma.MoneyAction, Barotrauma.NPCChangeTeamAction, Barotrauma.NPCFollowAction, Barotrauma.NPCOperateItemAction, Barotrauma.NPCWaitAction, Barotrauma.OnRoundEndAction, Barotrauma.RemoveItemAction, Barotrauma.ReputationAction, Barotrauma.SetDataAction, Barotrauma.SetPriceMultiplierAction, Barotrauma.SetTraitorEventStateAction, Barotrauma.SpawnAction, Barotrauma.StatusEffectAction, Barotrauma.TagAction, Barotrauma.TeleportAction, Barotrauma.TriggerAction, Barotrauma.TriggerEventAction, Barotrauma.TutorialCompleteAction, Barotrauma.TutorialIconAction, Barotrauma.UIHighlightAction, Barotrauma.UnlockPathAction, Barotrauma.WaitAction, and Barotrauma.WaitForItemUsedAction.
◆ ParentEvent
readonly ScriptedEvent Barotrauma.EventAction.ParentEvent |
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/EventAction.cs