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Barotrauma.EventAction Class Referenceabstract
Inheritance diagram for Barotrauma.EventAction:
Barotrauma.AfflictionAction Barotrauma.BinaryOptionAction Barotrauma.ClearTagAction Barotrauma.CombatAction Barotrauma.ConversationAction Barotrauma.ConversationAction Barotrauma.DamageBeaconStationAction Barotrauma.EventLogAction Barotrauma.EventLogAction Barotrauma.EventObjectiveAction Barotrauma.EventObjectiveAction Barotrauma.FireAction Barotrauma.GiveExpAction Barotrauma.GiveSkillExpAction Barotrauma.GoTo Barotrauma.GodModeAction Barotrauma.HighlightAction Barotrauma.HighlightAction Barotrauma.InventoryHighlightAction Barotrauma.Label Barotrauma.LayerAction Barotrauma.MessageBoxAction Barotrauma.MissionAction 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.StatusEffectAction Barotrauma.TagAction Barotrauma.TeleportAction Barotrauma.TriggerAction Barotrauma.TriggerEventAction Barotrauma.TutorialCompleteAction Barotrauma.TutorialIconAction Barotrauma.UIHighlightAction Barotrauma.UnlockPathAction Barotrauma.WaitAction Barotrauma.WaitForItemFabricatedAction Barotrauma.WaitForItemUsedAction

Classes

class  SubactionGroup
 

Public Member Functions

 EventAction (ScriptedEvent parentEvent, ContentXElement element)
 
bool IsFinished (ref string goToLabel)
 Has the action finished.
 
virtual bool SetGoToTarget (string goTo)
 
void Reset ()
 
virtual bool CanBeFinished ()
 
virtual IEnumerable< EventActionGetSubActions ()
 
virtual void Update (float deltaTime)
 
virtual string ToDebugString ()
 Rich test to display in debugdraw.
 

Static Public Member Functions

static EventAction Instantiate (ScriptedEvent scriptedEvent, ContentXElement element)
 

Public Attributes

readonly ScriptedEvent ParentEvent
 

Protected Member Functions

void ApplyTagsToHulls (Entity entity, Identifier hullTag, Identifier linkedHullTag)
 
string GetEventDebugName ()
 

Constructor & Destructor Documentation

◆ EventAction()

Barotrauma.EventAction.EventAction ( ScriptedEvent parentEvent,
ContentXElement element )

Member Function Documentation

◆ ApplyTagsToHulls()

void Barotrauma.EventAction.ApplyTagsToHulls ( Entity entity,
Identifier hullTag,
Identifier linkedHullTag )
protected

◆ CanBeFinished()

virtual bool Barotrauma.EventAction.CanBeFinished ( )
virtual

◆ GetEventDebugName()

string Barotrauma.EventAction.GetEventDebugName ( )
protected

◆ GetSubActions()

virtual IEnumerable< EventAction > Barotrauma.EventAction.GetSubActions ( )
virtual

◆ Instantiate()

static EventAction Barotrauma.EventAction.Instantiate ( ScriptedEvent scriptedEvent,
ContentXElement element )
static

◆ IsFinished()

bool Barotrauma.EventAction.IsFinished ( ref string goToLabel)
abstract

Has the action finished.

Parameters
goToLabelIf null or empty, the event moves to the next action. Otherwise it moves to the specified label.
Returns

◆ Reset()

void Barotrauma.EventAction.Reset ( )
abstract

◆ SetGoToTarget()

virtual bool Barotrauma.EventAction.SetGoToTarget ( string goTo)
virtual

◆ ToDebugString()

virtual string Barotrauma.EventAction.ToDebugString ( )
virtual

Rich test to display in debugdraw.

public override string ToDebugString()
{
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()

Member Data Documentation

◆ ParentEvent

readonly ScriptedEvent Barotrauma.EventAction.ParentEvent

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