Barotrauma Server
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Barotrauma.EventManager Class Reference

Public Types

enum  NetworkEventType {
  CONVERSATION , CONVERSATION_SELECTED_OPTION , STATUSEFFECT , MISSION ,
  UNLOCKPATH , EVENTLOG , EVENTOBJECTIVE
}
 

Public Member Functions

void AddTimeStamp (Event e)
 
 EventManager ()
 
void StartRound (Level level)
 
void ActivateEvent (Event newEvent)
 
void ClearEvents ()
 
IEnumerable< ContentFileGetFilesToPreload ()
 
void PreloadContent (IEnumerable< ContentFile > contentFiles)
 
void TriggerOnEndRoundActions ()
 
void EndRound ()
 
void RegisterEventHistory (bool registerFinishedOnly=false)
 Registers the exhaustible events in the level as exhausted, and adds the current events to the event history.
 
void SkipEventCooldown ()
 
void Update (float deltaTime)
 
void EntitySpawned (Entity entity)
 
void Load (XElement element)
 
XElement Save ()
 
void ServerRead (IReadMessage inc, Client sender)
 

Static Public Member Functions

static bool IsSuitable (EventPrefab e, Level level)
 
static bool IsLevelSuitable (EventPrefab e, Level level)
 
static ISpatialEntity GetRefEntity ()
 Get the entity that should be used in determining how far the player has progressed in the level. = The submarine or player character that has progressed the furthest.
 
static void ServerWriteEventLog (Client client, NetEventLogEntry entry)
 
static void ServerWriteObjective (Client client, NetEventObjective entry)
 

Public Attributes

float CumulativeMonsterStrengthMain
 
float CumulativeMonsterStrengthRuins
 
float CumulativeMonsterStrengthWrecks
 
float CumulativeMonsterStrengthCaves
 
readonly Queue< EventQueuedEvents = new Queue<Event>()
 
readonly Queue< Identifier > QueuedEventsForNextRound = new Queue<Identifier>()
 
readonly EventLog EventLog = new EventLog()
 
bool Enabled = true
 

Static Public Attributes

readonly record struct NetEventLogEntry(Identifier EventPrefabId, Identifier LogEntryId, string Text)[NetworkSerialize] readonly record struct const NetEventObjective(EventObjectiveAction.SegmentActionType Type, Identifier Identifier, Identifier ObjectiveTag, Identifier TextTag, Identifier ParentObjectiveId, bool CanBeCompleted) float IntensityUpdateInterval = 5.0f
 

Properties

float CurrentIntensity [get]
 
float MusicIntensity [get]
 
IEnumerable< EventActiveEvents [get]
 
int RandomSeed [get]
 

Member Enumeration Documentation

◆ NetworkEventType

Enumerator
CONVERSATION 
CONVERSATION_SELECTED_OPTION 
STATUSEFFECT 
MISSION 
UNLOCKPATH 
EVENTLOG 
EVENTOBJECTIVE 

Constructor & Destructor Documentation

◆ EventManager()

Barotrauma.EventManager.EventManager ( )

Member Function Documentation

◆ ActivateEvent()

void Barotrauma.EventManager.ActivateEvent ( Event newEvent)

◆ AddTimeStamp()

void Barotrauma.EventManager.AddTimeStamp ( Event e)

◆ ClearEvents()

void Barotrauma.EventManager.ClearEvents ( )

◆ EndRound()

void Barotrauma.EventManager.EndRound ( )

◆ EntitySpawned()

void Barotrauma.EventManager.EntitySpawned ( Entity entity)

◆ GetFilesToPreload()

IEnumerable< ContentFile > Barotrauma.EventManager.GetFilesToPreload ( )

◆ GetRefEntity()

static ISpatialEntity Barotrauma.EventManager.GetRefEntity ( )
static

Get the entity that should be used in determining how far the player has progressed in the level. = The submarine or player character that has progressed the furthest.

◆ IsLevelSuitable()

static bool Barotrauma.EventManager.IsLevelSuitable ( EventPrefab e,
Level level )
static

◆ IsSuitable()

static bool Barotrauma.EventManager.IsSuitable ( EventPrefab e,
Level level )
static

◆ Load()

void Barotrauma.EventManager.Load ( XElement element)

◆ PreloadContent()

void Barotrauma.EventManager.PreloadContent ( IEnumerable< ContentFile > contentFiles)

◆ RegisterEventHistory()

void Barotrauma.EventManager.RegisterEventHistory ( bool registerFinishedOnly = false)

Registers the exhaustible events in the level as exhausted, and adds the current events to the event history.

◆ Save()

XElement Barotrauma.EventManager.Save ( )

◆ ServerRead()

void Barotrauma.EventManager.ServerRead ( IReadMessage inc,
Client sender )

◆ ServerWriteEventLog()

static void Barotrauma.EventManager.ServerWriteEventLog ( Client client,
NetEventLogEntry entry )
static

◆ ServerWriteObjective()

static void Barotrauma.EventManager.ServerWriteObjective ( Client client,
NetEventObjective entry )
static

◆ SkipEventCooldown()

void Barotrauma.EventManager.SkipEventCooldown ( )

◆ StartRound()

void Barotrauma.EventManager.StartRound ( Level level)

◆ TriggerOnEndRoundActions()

void Barotrauma.EventManager.TriggerOnEndRoundActions ( )

◆ Update()

void Barotrauma.EventManager.Update ( float deltaTime)

Member Data Documentation

◆ CumulativeMonsterStrengthCaves

float Barotrauma.EventManager.CumulativeMonsterStrengthCaves

◆ CumulativeMonsterStrengthMain

float Barotrauma.EventManager.CumulativeMonsterStrengthMain

◆ CumulativeMonsterStrengthRuins

float Barotrauma.EventManager.CumulativeMonsterStrengthRuins

◆ CumulativeMonsterStrengthWrecks

float Barotrauma.EventManager.CumulativeMonsterStrengthWrecks

◆ Enabled

bool Barotrauma.EventManager.Enabled = true

◆ EventLog

readonly EventLog Barotrauma.EventManager.EventLog = new EventLog()

◆ IntensityUpdateInterval

readonly record struct NetEventLogEntry (Identifier EventPrefabId, Identifier LogEntryId, string Text) [NetworkSerialize] readonly record struct const NetEventObjective ( EventObjectiveAction.SegmentActionType Type, Identifier Identifier, Identifier ObjectiveTag, Identifier TextTag, Identifier ParentObjectiveId, bool CanBeCompleted) float Barotrauma.EventManager.IntensityUpdateInterval = 5.0f
static

◆ QueuedEvents

readonly Queue<Event> Barotrauma.EventManager.QueuedEvents = new Queue<Event>()

◆ QueuedEventsForNextRound

readonly Queue<Identifier> Barotrauma.EventManager.QueuedEventsForNextRound = new Queue<Identifier>()

Property Documentation

◆ ActiveEvents

IEnumerable<Event> Barotrauma.EventManager.ActiveEvents
get

◆ CurrentIntensity

float Barotrauma.EventManager.CurrentIntensity
get

◆ MusicIntensity

float Barotrauma.EventManager.MusicIntensity
get

◆ RandomSeed

int Barotrauma.EventManager.RandomSeed
get

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