Barotrauma Server
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Barotrauma.Gap Class Reference
Inheritance diagram for Barotrauma.Gap:
Barotrauma.MapEntity Barotrauma.ISerializableEntity Barotrauma.Entity Barotrauma.ISpatialEntity Barotrauma.ISpatialEntity

Public Member Functions

 Gap (Rectangle rectangle)
 
 Gap (Rectangle rect, Submarine submarine)
 
 Gap (Rectangle rect, bool isHorizontal, Submarine submarine, bool isDiagonal=false, ushort id=Entity.NullEntityID)
 
override MapEntity Clone ()
 
override void Move (Vector2 amount, bool ignoreContacts=true)
 
override bool IsMouseOn (Vector2 position)
 
void AutoOrient ()
 
override void Update (float deltaTime, Camera cam)
 
bool RefreshOutsideCollider ()
 
override void ShallowRemove ()
 Remove the entity from the entity list without removing links to other entities.
 
override void Remove ()
 
override void OnMapLoaded ()
 
override XElement Save (XElement parentElement)
 
- Public Member Functions inherited from Barotrauma.MapEntity
void AddLinked (MapEntity entity)
 
 MapEntity (MapEntityPrefab prefab, Submarine submarine, ushort id)
 
void ResolveLinks (IdRemap childRemap)
 
bool HasUpgrade (Identifier identifier)
 
Upgrade GetUpgrade (Identifier identifier)
 
List< Upgrade > GetUpgrades ()
 
void SetUpgrade (Upgrade upgrade, bool createNetworkEvent=false)
 
virtual bool AddUpgrade (Upgrade upgrade, bool createNetworkEvent=false)
 Adds a new upgrade to the item.
 
MapEntity Clone ()
 
override void Remove ()
 
virtual void FlipX (bool relativeToSub)
 Flip the entity horizontally.
 
virtual void FlipY (bool relativeToSub)
 Flip the entity vertically.
 
virtual Quad2D GetTransformedQuad ()
 
void RemoveLinked (MapEntity e)
 
HashSet< T > GetLinkedEntities< T > (HashSet< T > list=null, int? maxDepth=null, Func< T, bool > filter=null)
 Gets all linked entities of specific type.
 
- Public Member Functions inherited from Barotrauma.Entity
 Entity (Submarine submarine, ushort id)
 
void FreeID ()
 Removes the entity from the entity dictionary and frees up the ID it was using.
 

Static Public Member Functions

static void UpdateHulls ()
 
static Gap FindAdjacent (IEnumerable< Gap > gaps, Vector2 worldPos, float allowedOrthogonalDist, bool allowRoomToRoom=false)
 
static Gap Load (ContentXElement element, Submarine submarine, IdRemap idRemap)
 
- Static Public Member Functions inherited from Barotrauma.MapEntity
static void ClearHighlightedEntities ()
 
static List< MapEntityClone (List< MapEntity > entitiesToClone)
 
static void UpdateAll (float deltaTime, Camera cam)
 Call Update() on every object in Entity.list.
 
static List< MapEntityLoadAll (Submarine submarine, XElement parentElement, string filePath, int idOffset)
 
static void MapLoaded (List< MapEntity > entities, bool updateHulls)
 
static void InitializeLoadedLinks (IEnumerable< MapEntity > entities)
 
- Static Public Member Functions inherited from Barotrauma.Entity
static IReadOnlyCollection< EntityGetEntities ()
 
static int FindFreeIdBlock (int minBlockSize)
 Finds a contiguous block of free IDs of at least the given size.
 
static Entity FindEntityByID (ushort ID)
 Find an entity based on the ID.
 
static void RemoveAll ()
 
static void DumpIds (int count, string filename)
 

Public Attributes

readonly float GlowEffectT
 
bool DisableHullRechecks
 
bool PassAmbientLight
 
Structure ConnectedWall
 
readonly Dictionary< Identifier, SerializablePropertyproperties
 
- Public Attributes inherited from Barotrauma.MapEntity
readonly MapEntityPrefab Prefab
 
List< ushort > unresolvedLinkedToID
 
readonly HashSet< Identifier > DisallowedUpgradeSet = new HashSet<Identifier>()
 
readonly List< MapEntitylinkedTo = new List<MapEntity>()
 
bool ShouldBeSaved = true
 
int OriginalModuleIndex = -1
 The index of the outpost module this entity originally spawned in (-1 if not an outpost item)
 
int OriginalContainerIndex = -1
 
- Public Attributes inherited from Barotrauma.Entity
readonly ushort ID
 Unique, but non-persistent identifier. Stays the same if the entities are created in the exactly same order, but doesn't persist e.g. between the rounds.
 
readonly string CreationStackTrace
 
readonly UInt64 CreationIndex
 

Static Public Attributes

static List< GapGapList = new List<Gap>()
 
static bool ShowGaps = true
 
- Static Public Attributes inherited from Barotrauma.MapEntity
static readonly List< MapEntityMapEntityList = new List<MapEntity>()
 
static int MapEntityUpdateInterval = 1
 
static int PoweredUpdateInterval = 1
 
- Static Public Attributes inherited from Barotrauma.Entity
const ushort NullEntityID = 0
 
const ushort EntitySpawnerID = ushort.MaxValue
 
const ushort RespawnManagerID = ushort.MaxValue - 1
 
const ushort DummyID = ushort.MaxValue - 2
 
const ushort ReservedIDStart = ushort.MaxValue - 3
 
const ushort MaxEntityCount = ushort.MaxValue - 4
 
static EntitySpawner Spawner
 

Properties

bool IsHorizontal [get]
 
bool IsDiagonal [get]
 "Diagonal" gaps are used on sloped walls to allow characters to pass through them either horizontally or vertically. Water still flows through them only horizontally or vertically
 
float Open [get, set]
 
float Size [get]
 
float PressureDistributionSpeed [get]
 
Door ConnectedDoor [get, set]
 
Vector2 LerpedFlowForce [get]
 
Hull FlowTargetHull [get]
 
bool IsRoomToRoom [get]
 
override Rectangle Rect [get, set]
 
override string Name [get]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get]
 
- Properties inherited from Barotrauma.MapEntity
string DisallowedUpgrades [get, set]
 
bool FlippedX [get]
 
bool FlippedY [get]
 
static IEnumerable< MapEntityHighlightedEntities [get]
 
bool ExternalHighlight [get, set]
 
bool IsHighlighted [get, set]
 
virtual Rectangle Rect [get, set]
 
Rectangle WorldRect [get]
 
virtual Sprite Sprite [get]
 
virtual bool DrawBelowWater [get]
 
virtual bool DrawOverWater [get]
 
virtual bool Linkable [get]
 
IEnumerable< Identifier > AllowedLinks [get]
 
bool ResizeHorizontal [get]
 
bool ResizeVertical [get]
 
int RectWidth [get, set]
 
int RectHeight [get, set]
 
bool SpriteDepthOverrideIsSet [get]
 
float SpriteOverrideDepth [get]
 
float SpriteDepth [get, set]
 
virtual float Scale = 1 [get, set]
 
bool HiddenInGame [get, set]
 
bool IsLayerHidden [get, set]
 Is the layer this entity is in currently hidden? If it is, the entity is not updated and should do nothing.
 
bool IsHidden [get]
 Is the entity hidden due to HiddenInGame being enabled or the layer the entity is in being hidden?
 
override Vector2 Position [get]
 
override Vector2 SimPosition [get]
 
float SoundRange [get, set]
 
float SightRange [get, set]
 
bool RemoveIfLinkedOutpostDoorInUse = true [get, protected set]
 
string Layer [get, set]
 
virtual string Name [get]
 
- Properties inherited from Barotrauma.Entity
static int EntityCount [get]
 
bool Removed [get]
 
bool IdFreed [get]
 
virtual Vector2 SimPosition [get]
 
virtual Vector2 Position [get]
 
virtual Vector2 WorldPosition [get]
 
virtual Vector2 DrawPosition [get]
 
Submarine Submarine [get, set]
 
AITarget AiTarget [get]
 
bool InDetectable [get, set]
 Indetectable characters can't be spotted by AIs and aren't visible on the sonar or health scanner.
 
double SpawnTime [get]
 
string ErrorLine [get]
 
- Properties inherited from Barotrauma.ISpatialEntity
- Properties inherited from Barotrauma.ISerializableEntity

Additional Inherited Members

- Protected Member Functions inherited from Barotrauma.MapEntity
void ParseLinks (XElement element, IdRemap idRemap)
 
virtual void CheckIsHighlighted ()
 
void InsertToList ()
 
- Protected Member Functions inherited from Barotrauma.Entity
virtual ushort DetermineID (ushort id, Submarine submarine)
 
- Protected Attributes inherited from Barotrauma.MapEntity
List< ushort > linkedToID
 
readonly List< Upgrade > Upgrades = new List<Upgrade>()
 List of upgrades this item has.
 
bool flippedX
 
bool flippedY
 
Rectangle rect
 
- Protected Attributes inherited from Barotrauma.Entity
AITarget aiTarget
 
- Static Protected Attributes inherited from Barotrauma.MapEntity
static readonly HashSet< MapEntityhighlightedEntities = new HashSet<MapEntity>()
 

Constructor & Destructor Documentation

◆ Gap() [1/3]

Barotrauma.Gap.Gap ( Rectangle rectangle)

◆ Gap() [2/3]

Barotrauma.Gap.Gap ( Rectangle rect,
Submarine submarine )

◆ Gap() [3/3]

Barotrauma.Gap.Gap ( Rectangle rect,
bool isHorizontal,
Submarine submarine,
bool isDiagonal = false,
ushort id = Entity::NullEntityID )

Member Function Documentation

◆ AutoOrient()

void Barotrauma.Gap.AutoOrient ( )

◆ Clone()

override MapEntity Barotrauma.Gap.Clone ( )

◆ FindAdjacent()

static Gap Barotrauma.Gap.FindAdjacent ( IEnumerable< Gap > gaps,
Vector2 worldPos,
float allowedOrthogonalDist,
bool allowRoomToRoom = false )
static

◆ IsMouseOn()

override bool Barotrauma.Gap.IsMouseOn ( Vector2 position)
virtual

Reimplemented from Barotrauma.MapEntity.

◆ Load()

static Gap Barotrauma.Gap.Load ( ContentXElement element,
Submarine submarine,
IdRemap idRemap )
static

◆ Move()

override void Barotrauma.Gap.Move ( Vector2 amount,
bool ignoreContacts = true )
virtual

Reimplemented from Barotrauma.MapEntity.

◆ OnMapLoaded()

override void Barotrauma.Gap.OnMapLoaded ( )
virtual

Reimplemented from Barotrauma.MapEntity.

◆ RefreshOutsideCollider()

bool Barotrauma.Gap.RefreshOutsideCollider ( )

◆ Remove()

override void Barotrauma.Gap.Remove ( )
virtual

Reimplemented from Barotrauma.Entity.

◆ Save()

override XElement Barotrauma.Gap.Save ( XElement parentElement)
virtual

Reimplemented from Barotrauma.MapEntity.

◆ ShallowRemove()

override void Barotrauma.Gap.ShallowRemove ( )
virtual

Remove the entity from the entity list without removing links to other entities.

Reimplemented from Barotrauma.MapEntity.

◆ Update()

override void Barotrauma.Gap.Update ( float deltaTime,
Camera cam )
virtual

Reimplemented from Barotrauma.MapEntity.

◆ UpdateHulls()

static void Barotrauma.Gap.UpdateHulls ( )
static

Member Data Documentation

◆ ConnectedWall

Structure Barotrauma.Gap.ConnectedWall

◆ DisableHullRechecks

bool Barotrauma.Gap.DisableHullRechecks

◆ GapList

List<Gap> Barotrauma.Gap.GapList = new List<Gap>()
static

◆ GlowEffectT

readonly float Barotrauma.Gap.GlowEffectT

◆ PassAmbientLight

bool Barotrauma.Gap.PassAmbientLight

◆ properties

readonly Dictionary<Identifier, SerializableProperty> Barotrauma.Gap.properties

◆ ShowGaps

bool Barotrauma.Gap.ShowGaps = true
static

Property Documentation

◆ ConnectedDoor

Door Barotrauma.Gap.ConnectedDoor
getset

◆ FlowTargetHull

Hull Barotrauma.Gap.FlowTargetHull
get

◆ IsDiagonal

bool Barotrauma.Gap.IsDiagonal
get

"Diagonal" gaps are used on sloped walls to allow characters to pass through them either horizontally or vertically. Water still flows through them only horizontally or vertically

◆ IsHorizontal

bool Barotrauma.Gap.IsHorizontal
get

◆ IsRoomToRoom

bool Barotrauma.Gap.IsRoomToRoom
get

◆ LerpedFlowForce

Vector2 Barotrauma.Gap.LerpedFlowForce
get

◆ Name

override string Barotrauma.Gap.Name
get

◆ Open

float Barotrauma.Gap.Open
getset

◆ PressureDistributionSpeed

float Barotrauma.Gap.PressureDistributionSpeed
get

◆ Rect

override Rectangle Barotrauma.Gap.Rect
getset

◆ SerializableProperties

Dictionary<Identifier, SerializableProperty> Barotrauma.Gap.SerializableProperties
get

◆ Size

float Barotrauma.Gap.Size
get

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