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Barotrauma.Items.Components.ItemComponent Class Reference

The base class for components holding the different functionalities of the item. More...

Inheritance diagram for Barotrauma.Items.Components.ItemComponent:
Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.Items.Components.ArithmeticComponent Barotrauma.Items.Components.BooleanOperatorComponent Barotrauma.Items.Components.ButtonTerminal Barotrauma.Items.Components.ButtonTerminal Barotrauma.Items.Components.ColorComponent Barotrauma.Items.Components.ConnectionPanel Barotrauma.Items.Components.ConnectionPanel Barotrauma.Items.Components.Controller Barotrauma.Items.Components.Controller Barotrauma.Items.Components.CustomInterface Barotrauma.Items.Components.CustomInterface Barotrauma.Items.Components.DelayComponent Barotrauma.Items.Components.DockingPort Barotrauma.Items.Components.DockingPort Barotrauma.Items.Components.EqualsComponent Barotrauma.Items.Components.ExponentiationComponent Barotrauma.Items.Components.FunctionComponent Barotrauma.Items.Components.GeneticMaterial Barotrauma.Items.Components.GeneticMaterial Barotrauma.Items.Components.ItemContainer Barotrauma.Items.Components.ItemLabel Barotrauma.Items.Components.ItemLabel Barotrauma.Items.Components.Ladder Barotrauma.Items.Components.LevelResource Barotrauma.Items.Components.LevelResource Barotrauma.Items.Components.MemoryComponent Barotrauma.Items.Components.MemoryComponent Barotrauma.Items.Components.ModuloComponent Barotrauma.Items.Components.MotionSensor Barotrauma.Items.Components.NameTag Barotrauma.Items.Components.NotComponent Barotrauma.Items.Components.OscillatorComponent Barotrauma.Items.Components.OutpostTerminal Barotrauma.Items.Components.OxygenDetector Barotrauma.Items.Components.Pickable Barotrauma.Items.Components.Powered Barotrauma.Items.Components.Projectile Barotrauma.Items.Components.Projectile Barotrauma.Items.Components.Propulsion Barotrauma.Items.Components.Quality Barotrauma.Items.Components.RangedWeapon Barotrauma.Items.Components.RegExFindComponent Barotrauma.Items.Components.RemoteController Barotrauma.Items.Components.RepairTool Barotrauma.Items.Components.Repairable Barotrauma.Items.Components.Repairable Barotrauma.Items.Components.Rope Barotrauma.Items.Components.Rope Barotrauma.Items.Components.Scanner Barotrauma.Items.Components.Scanner Barotrauma.Items.Components.SignalCheckComponent Barotrauma.Items.Components.SmokeDetector Barotrauma.Items.Components.StatusHUD Barotrauma.Items.Components.StringComponent Barotrauma.Items.Components.Terminal Barotrauma.Items.Components.Terminal Barotrauma.Items.Components.TriggerComponent Barotrauma.Items.Components.TriggerComponent Barotrauma.Items.Components.TrigonometricFunctionComponent Barotrauma.Items.Components.Vent Barotrauma.Items.Components.WaterDetector Barotrauma.Items.Components.WifiComponent Barotrauma.Items.Components.Wire Barotrauma.Items.Components.Wire

Classes

interface  IEventData
 

Public Member Functions

readonly record struct ItemUseInfo (Item Item, Character User)
 
 ItemComponent (Item item, ContentXElement element)
 
void SetRequiredItems (ContentXElement element, bool allowEmpty=false)
 
virtual void Move (Vector2 amount, bool ignoreContacts=false)
 
virtual bool Pick (Character picker)
 a Character has picked the item
 
virtual bool Select (Character character)
 
virtual void Drop (Character dropper, bool setTransform=true)
 a Character has dropped the item
 
virtual bool CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective)
 
Returns
true if the operation was completed

 
virtual void Update (float deltaTime, Camera cam)
 
virtual void UpdateBroken (float deltaTime, Camera cam)
 
virtual bool Use (float deltaTime, Character character=null)
 
virtual bool SecondaryUse (float deltaTime, Character character=null)
 
virtual void Equip (Character character)
 
virtual void Unequip (Character character)
 
virtual void ReceiveSignal (Signal signal, Connection connection)
 
virtual bool Combine (Item item, Character user)
 
void Remove ()
 
void ShallowRemove ()
 Remove the component so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) but don't reset anything that's required for cloning the item.
 
bool HasRequiredSkills (Character character)
 
bool HasRequiredSkills (Character character, out Skill insufficientSkill)
 
virtual float GetSkillMultiplier ()
 
float DegreeOfSuccess (Character character)
 Returns 0.0f-1.0f based on how well the Character can use the itemcomponent.
 
float DegreeOfSuccess (Character character, List< Skill > requiredSkills)
 Returns 0.0f-1.0f based on how well the Character can use the itemcomponent.
 
virtual void FlipX (bool relativeToSub)
 
virtual void FlipY (bool relativeToSub)
 
bool IsEmpty (Character user)
 Returns true if the item is lacking required contained items, or if there's nothing with a non-zero condition inside.
 
bool HasRequiredContainedItems (Character user, bool addMessage, LocalizedString msg=null)
 
virtual bool HasAccess (Character character)
 Only checks if any of the Picked requirements are matched (used for checking id card(s)). Much simpler and a bit different than HasRequiredItems.
 
virtual bool HasRequiredItems (Character character, bool addMessage, LocalizedString msg=null)
 
void ApplyStatusEffects (ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float afflictionMultiplier=1.0f)
 
virtual void Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap)
 
virtual void OnMapLoaded ()
 Called when all items have been loaded. Use to initialize connections between items.
 
virtual void OnItemLoaded ()
 Called when all the components of the item have been loaded. Use to initialize connections between components and such.
 
virtual void OnScaleChanged ()
 
virtual void OnInventoryChanged ()
 Called when the item has an ItemContainer and the contents inside of it changed.
 
virtual XElement Save (XElement parentElement)
 
virtual void Reset ()
 
virtual void ParseMsg ()
 
virtual bool ValidateEventData (NetEntityEvent.IData data)
 
virtual IEventData ServerGetEventData ()
 

Static Public Member Functions

static ItemComponent Load (ContentXElement element, Item item, bool errorMessages=true)
 

Public Attributes

bool WasUsed
 
bool WasSecondaryUsed
 
readonly Dictionary< ActionType, List< StatusEffect > > statusEffectLists
 
Dictionary< RelatedItem.RelationType, List< RelatedItem > > RequiredItems
 
readonly List< RelatedItemDisabledRequiredItems = new List<RelatedItem>()
 
readonly List< SkillRequiredSkills = new List<Skill>()
 
readonly ContentXElement originalElement
 
Action< bool > OnActiveStateChanged
 
List< PropertyConditionalIsActiveConditionals
 
readonly NamedEvent< ItemUseInfoOnUsed = new()
 
readonly bool InheritStatusEffects
 

Protected Member Functions

virtual void ShallowRemoveComponentSpecific ()
 
virtual void RemoveComponentSpecific ()
 
string GetTextureDirectory (ContentXElement subElement)
 
ExtractEventData< T > (NetEntityEvent.IData data)
 
bool TryExtractEventData< T > (NetEntityEvent.IData data, out T componentData)
 
AIObjectiveContainItem AIContainItems< T > (ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false)
 

Protected Attributes

Item item
 
string name
 
bool characterUsable
 
bool canBePicked
 
bool canBeSelected
 
bool canBeCombined
 
bool removeOnCombined
 
CoroutineHandle delayedCorrectionCoroutine
 
float aiUpdateTimer
 

Static Protected Attributes

const float CorrectionDelay = 1.0f
 
const float AIUpdateInterval = 0.2f
 

Properties

ItemComponent Parent [get, set]
 
bool InheritParentIsActive [get, set]
 
virtual bool DontTransferInventoryBetweenSubs [get]
 If enabled, the contents of the item are not transferred when the player transfers items between subs. Use this if this component uses item containers in a way where removing the item from the container via external means would cause problems.
 
virtual bool DisallowSellingItemsFromContainer [get]
 If enabled, the items inside any of the item containers on this item cannot be sold at an outpost. Use in similar cases as DontTransferInventoryBetweenSubs.
 
float PickingTime [get, set]
 
string PickingMsg [get, set]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get, protected set]
 
virtual bool IsActive [get, set]
 
PropertyConditional.LogicalOperatorType IsActiveConditionalComparison [get, set]
 
bool Drawable [get, set]
 
bool CanBePicked [get, set]
 
bool DrawHudWhenEquipped [get, protected set]
 
bool LockGuiFramePosition [get, set]
 
Point GuiFrameOffset [get, set]
 
bool CanBeSelected [get, set]
 
bool CanBeCombined [get, set]
 
bool RemoveOnCombined [get, set]
 
bool CharacterUsable [get, set]
 
bool AllowInGameEditing [get, set]
 
InputType PickKey [get, protected set]
 
InputType SelectKey [get, protected set]
 
bool DeleteOnUse [get, set]
 
Item Item [get]
 
string Name [get]
 
string Msg [get, set]
 
LocalizedString DisplayMsg [get, set]
 
float CombatPriority [get]
 
int ManuallySelectedSound [get]
 Which sound should be played when manual sound selection type is selected? Not [Editable] because we don't want this visible in the editor for every component.
 
float Speed [get]
 Can be used by status effects or conditionals to the speed of the item.
 
virtual bool UpdateWhenInactive [get]
 
- Properties inherited from Barotrauma.ISerializableEntity

Detailed Description

The base class for components holding the different functionalities of the item.

Constructor & Destructor Documentation

◆ ItemComponent()

Barotrauma.Items.Components.ItemComponent.ItemComponent ( Item item,
ContentXElement element )

Member Function Documentation

◆ AIContainItems< T >()

AIObjectiveContainItem Barotrauma.Items.Components.ItemComponent.AIContainItems< T > ( ItemContainer container,
Character character,
AIObjective currentObjective,
int itemCount,
bool equip,
bool removeEmpty,
bool spawnItemIfNotFound = false,
bool dropItemOnDeselected = false )
protected
Type Constraints
T :ItemComponent 

◆ ApplyStatusEffects()

void Barotrauma.Items.Components.ItemComponent.ApplyStatusEffects ( ActionType type,
float deltaTime,
Character character = null,
Limb targetLimb = null,
Entity useTarget = null,
Character user = null,
Vector2? worldPosition = null,
float afflictionMultiplier = 1::0f )

◆ Combine()

virtual bool Barotrauma.Items.Components.ItemComponent.Combine ( Item item,
Character user )
virtual

◆ CrewAIOperate()

virtual bool Barotrauma.Items.Components.ItemComponent.CrewAIOperate ( float deltaTime,
Character character,
AIObjectiveOperateItem objective )
virtual

◆ DegreeOfSuccess() [1/2]

float Barotrauma.Items.Components.ItemComponent.DegreeOfSuccess ( Character character)

Returns 0.0f-1.0f based on how well the Character can use the itemcomponent.

Returns
0.5f if all the skills meet the skill requirements exactly, 1.0f if they're way above and 0.0f if way less

◆ DegreeOfSuccess() [2/2]

float Barotrauma.Items.Components.ItemComponent.DegreeOfSuccess ( Character character,
List< Skill > requiredSkills )

Returns 0.0f-1.0f based on how well the Character can use the itemcomponent.

Returns
0.5f if all the skills meet the skill requirements exactly, 1.0f if they're way above and 0.0f if way less

◆ Drop()

◆ Equip()

◆ ExtractEventData< T >()

T Barotrauma.Items.Components.ItemComponent.ExtractEventData< T > ( NetEntityEvent.IData data)
protected
Type Constraints
T :IEventData 

◆ FlipX()

◆ FlipY()

virtual void Barotrauma.Items.Components.ItemComponent.FlipY ( bool relativeToSub)
virtual

◆ GetSkillMultiplier()

virtual float Barotrauma.Items.Components.ItemComponent.GetSkillMultiplier ( )
virtual

◆ GetTextureDirectory()

string Barotrauma.Items.Components.ItemComponent.GetTextureDirectory ( ContentXElement subElement)
protected

◆ HasAccess()

virtual bool Barotrauma.Items.Components.ItemComponent.HasAccess ( Character character)
virtual

Only checks if any of the Picked requirements are matched (used for checking id card(s)). Much simpler and a bit different than HasRequiredItems.

Reimplemented in Barotrauma.Items.Components.Controller, and Barotrauma.Items.Components.Door.

◆ HasRequiredContainedItems()

bool Barotrauma.Items.Components.ItemComponent.HasRequiredContainedItems ( Character user,
bool addMessage,
LocalizedString msg = null )

◆ HasRequiredItems()

virtual bool Barotrauma.Items.Components.ItemComponent.HasRequiredItems ( Character character,
bool addMessage,
LocalizedString msg = null )
virtual

◆ HasRequiredSkills() [1/2]

bool Barotrauma.Items.Components.ItemComponent.HasRequiredSkills ( Character character)

◆ HasRequiredSkills() [2/2]

bool Barotrauma.Items.Components.ItemComponent.HasRequiredSkills ( Character character,
out Skill insufficientSkill )

◆ IsEmpty()

bool Barotrauma.Items.Components.ItemComponent.IsEmpty ( Character user)

Returns true if the item is lacking required contained items, or if there's nothing with a non-zero condition inside.

◆ ItemUseInfo()

readonly record struct Barotrauma.Items.Components.ItemComponent.ItemUseInfo ( Item Item,
Character User )

◆ Load() [1/2]

◆ Load() [2/2]

static ItemComponent Barotrauma.Items.Components.ItemComponent.Load ( ContentXElement element,
Item item,
bool errorMessages = true )
static

◆ Move()

◆ OnInventoryChanged()

virtual void Barotrauma.Items.Components.ItemComponent.OnInventoryChanged ( )
virtual

Called when the item has an ItemContainer and the contents inside of it changed.

◆ OnItemLoaded()

◆ OnMapLoaded()

◆ OnScaleChanged()

virtual void Barotrauma.Items.Components.ItemComponent.OnScaleChanged ( )
virtual

◆ ParseMsg()

virtual void Barotrauma.Items.Components.ItemComponent.ParseMsg ( )
virtual

◆ Pick()

◆ ReceiveSignal()

virtual void Barotrauma.Items.Components.ItemComponent.ReceiveSignal ( Signal signal,
Connection connection )
virtual

Reimplemented in Barotrauma.Items.Components.ArithmeticComponent, Barotrauma.Items.Components.BooleanOperatorComponent, Barotrauma.Items.Components.ColorComponent, Barotrauma.Items.Components.ConnectionPanel, Barotrauma.Items.Components.DelayComponent, Barotrauma.Items.Components.DockingPort, Barotrauma.Items.Components.Door, Barotrauma.Items.Components.ElectricalDischarger, Barotrauma.Items.Components.Engine, Barotrauma.Items.Components.EqualsComponent, Barotrauma.Items.Components.ExponentiationComponent, Barotrauma.Items.Components.FunctionComponent, Barotrauma.Items.Components.GreaterComponent, Barotrauma.Items.Components.Holdable, Barotrauma.Items.Components.ItemContainer, Barotrauma.Items.Components.ItemLabel, Barotrauma.Items.Components.LightComponent, Barotrauma.Items.Components.MemoryComponent, Barotrauma.Items.Components.ModuloComponent, Barotrauma.Items.Components.NotComponent, Barotrauma.Items.Components.OscillatorComponent, Barotrauma.Items.Components.PowerContainer, Barotrauma.Items.Components.PowerTransfer, Barotrauma.Items.Components.Pump, Barotrauma.Items.Components.Reactor, Barotrauma.Items.Components.RegExFindComponent, Barotrauma.Items.Components.RelayComponent, Barotrauma.Items.Components.Repairable, Barotrauma.Items.Components.SignalCheckComponent, Barotrauma.Items.Components.Sonar, Barotrauma.Items.Components.Steering, Barotrauma.Items.Components.StringComponent, Barotrauma.Items.Components.Terminal, Barotrauma.Items.Components.TriggerComponent, Barotrauma.Items.Components.TrigonometricFunctionComponent, Barotrauma.Items.Components.Turret, and Barotrauma.Items.Components.WifiComponent.

◆ Remove()

void Barotrauma.Items.Components.ItemComponent.Remove ( )

◆ RemoveComponentSpecific()

◆ Reset()

virtual void Barotrauma.Items.Components.ItemComponent.Reset ( )
virtual

◆ Save()

◆ SecondaryUse()

◆ Select()

◆ ServerGetEventData()

virtual IEventData Barotrauma.Items.Components.ItemComponent.ServerGetEventData ( )
virtual

◆ SetRequiredItems()

void Barotrauma.Items.Components.ItemComponent.SetRequiredItems ( ContentXElement element,
bool allowEmpty = false )

◆ ShallowRemove()

void Barotrauma.Items.Components.ItemComponent.ShallowRemove ( )

Remove the component so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) but don't reset anything that's required for cloning the item.

◆ ShallowRemoveComponentSpecific()

virtual void Barotrauma.Items.Components.ItemComponent.ShallowRemoveComponentSpecific ( )
protectedvirtual

◆ TryExtractEventData< T >()

bool Barotrauma.Items.Components.ItemComponent.TryExtractEventData< T > ( NetEntityEvent.IData data,
out T componentData )
protected

◆ Unequip()

virtual void Barotrauma.Items.Components.ItemComponent.Unequip ( Character character)
virtual

◆ Update()

virtual void Barotrauma.Items.Components.ItemComponent.Update ( float deltaTime,
Camera cam )
virtual

Reimplemented in Barotrauma.Items.Components.ArithmeticComponent, Barotrauma.Items.Components.BooleanOperatorComponent, Barotrauma.Items.Components.ColorComponent, Barotrauma.Items.Components.ConnectionPanel, Barotrauma.Items.Components.Controller, Barotrauma.Items.Components.CustomInterface, Barotrauma.Items.Components.Deconstructor, Barotrauma.Items.Components.DelayComponent, Barotrauma.Items.Components.DockingPort, Barotrauma.Items.Components.Door, Barotrauma.Items.Components.ElectricalDischarger, Barotrauma.Items.Components.Engine, Barotrauma.Items.Components.EqualsComponent, Barotrauma.Items.Components.Fabricator, Barotrauma.Items.Components.GeneticMaterial, Barotrauma.Items.Components.GreaterComponent, Barotrauma.Items.Components.Holdable, Barotrauma.Items.Components.ItemContainer, Barotrauma.Items.Components.LevelResource, Barotrauma.Items.Components.LightComponent, Barotrauma.Items.Components.MeleeWeapon, Barotrauma.Items.Components.MemoryComponent, Barotrauma.Items.Components.MiniMap, Barotrauma.Items.Components.MotionSensor, Barotrauma.Items.Components.NotComponent, Barotrauma.Items.Components.OscillatorComponent, Barotrauma.Items.Components.OxygenDetector, Barotrauma.Items.Components.OxygenGenerator, Barotrauma.Items.Components.PowerContainer, Barotrauma.Items.Components.Powered, Barotrauma.Items.Components.PowerTransfer, Barotrauma.Items.Components.Projectile, Barotrauma.Items.Components.Propulsion, Barotrauma.Items.Components.Pump, Barotrauma.Items.Components.RangedWeapon, Barotrauma.Items.Components.Reactor, Barotrauma.Items.Components.RegExFindComponent, Barotrauma.Items.Components.RelayComponent, Barotrauma.Items.Components.RemoteController, Barotrauma.Items.Components.Repairable, Barotrauma.Items.Components.RepairTool, Barotrauma.Items.Components.Rope, Barotrauma.Items.Components.Scanner, Barotrauma.Items.Components.SmokeDetector, Barotrauma.Items.Components.Sonar, Barotrauma.Items.Components.SonarTransducer, Barotrauma.Items.Components.Steering, Barotrauma.Items.Components.StringComponent, Barotrauma.Items.Components.Throwable, Barotrauma.Items.Components.TriggerComponent, Barotrauma.Items.Components.TrigonometricFunctionComponent, Barotrauma.Items.Components.Turret, Barotrauma.Items.Components.Vent, Barotrauma.Items.Components.WaterDetector, Barotrauma.Items.Components.Wearable, Barotrauma.Items.Components.WifiComponent, and Barotrauma.Items.Components.Wire.

◆ UpdateBroken()

◆ Use()

◆ ValidateEventData()

virtual bool Barotrauma.Items.Components.ItemComponent.ValidateEventData ( NetEntityEvent.IData data)
virtual

Member Data Documentation

◆ AIUpdateInterval

const float Barotrauma.Items.Components.ItemComponent.AIUpdateInterval = 0.2f
staticprotected

◆ aiUpdateTimer

float Barotrauma.Items.Components.ItemComponent.aiUpdateTimer
protected

◆ canBeCombined

bool Barotrauma.Items.Components.ItemComponent.canBeCombined
protected

◆ canBePicked

bool Barotrauma.Items.Components.ItemComponent.canBePicked
protected

◆ canBeSelected

bool Barotrauma.Items.Components.ItemComponent.canBeSelected
protected

◆ characterUsable

bool Barotrauma.Items.Components.ItemComponent.characterUsable
protected

◆ CorrectionDelay

const float Barotrauma.Items.Components.ItemComponent.CorrectionDelay = 1.0f
staticprotected

◆ delayedCorrectionCoroutine

CoroutineHandle Barotrauma.Items.Components.ItemComponent.delayedCorrectionCoroutine
protected

◆ DisabledRequiredItems

readonly List<RelatedItem> Barotrauma.Items.Components.ItemComponent.DisabledRequiredItems = new List<RelatedItem>()

◆ InheritStatusEffects

readonly bool Barotrauma.Items.Components.ItemComponent.InheritStatusEffects

◆ IsActiveConditionals

List<PropertyConditional> Barotrauma.Items.Components.ItemComponent.IsActiveConditionals

◆ item

Item Barotrauma.Items.Components.ItemComponent.item
protected

◆ name

string Barotrauma.Items.Components.ItemComponent.name
protected

◆ OnActiveStateChanged

Action<bool> Barotrauma.Items.Components.ItemComponent.OnActiveStateChanged

◆ OnUsed

readonly NamedEvent<ItemUseInfo> Barotrauma.Items.Components.ItemComponent.OnUsed = new()

◆ originalElement

readonly ContentXElement Barotrauma.Items.Components.ItemComponent.originalElement

◆ removeOnCombined

bool Barotrauma.Items.Components.ItemComponent.removeOnCombined
protected

◆ RequiredItems

Dictionary<RelatedItem.RelationType, List<RelatedItem> > Barotrauma.Items.Components.ItemComponent.RequiredItems

◆ RequiredSkills

readonly List<Skill> Barotrauma.Items.Components.ItemComponent.RequiredSkills = new List<Skill>()

◆ statusEffectLists

readonly Dictionary<ActionType, List<StatusEffect> > Barotrauma.Items.Components.ItemComponent.statusEffectLists

◆ WasSecondaryUsed

bool Barotrauma.Items.Components.ItemComponent.WasSecondaryUsed

◆ WasUsed

bool Barotrauma.Items.Components.ItemComponent.WasUsed

Property Documentation

◆ AllowInGameEditing

bool Barotrauma.Items.Components.ItemComponent.AllowInGameEditing
getset

◆ CanBeCombined

bool Barotrauma.Items.Components.ItemComponent.CanBeCombined
getset

◆ CanBePicked

bool Barotrauma.Items.Components.ItemComponent.CanBePicked
getset

◆ CanBeSelected

bool Barotrauma.Items.Components.ItemComponent.CanBeSelected
getset

◆ CharacterUsable

bool Barotrauma.Items.Components.ItemComponent.CharacterUsable
getset

◆ CombatPriority

float Barotrauma.Items.Components.ItemComponent.CombatPriority
get

◆ DeleteOnUse

bool Barotrauma.Items.Components.ItemComponent.DeleteOnUse
getset

◆ DisallowSellingItemsFromContainer

virtual bool Barotrauma.Items.Components.ItemComponent.DisallowSellingItemsFromContainer
get

If enabled, the items inside any of the item containers on this item cannot be sold at an outpost. Use in similar cases as DontTransferInventoryBetweenSubs.

◆ DisplayMsg

LocalizedString Barotrauma.Items.Components.ItemComponent.DisplayMsg
getset

◆ DontTransferInventoryBetweenSubs

virtual bool Barotrauma.Items.Components.ItemComponent.DontTransferInventoryBetweenSubs
get

If enabled, the contents of the item are not transferred when the player transfers items between subs. Use this if this component uses item containers in a way where removing the item from the container via external means would cause problems.

◆ Drawable

bool Barotrauma.Items.Components.ItemComponent.Drawable
getset

◆ DrawHudWhenEquipped

bool Barotrauma.Items.Components.ItemComponent.DrawHudWhenEquipped
getprotected set

◆ GuiFrameOffset

Point Barotrauma.Items.Components.ItemComponent.GuiFrameOffset
getset

◆ InheritParentIsActive

bool Barotrauma.Items.Components.ItemComponent.InheritParentIsActive
getset

◆ IsActive

virtual bool Barotrauma.Items.Components.ItemComponent.IsActive
getset

◆ IsActiveConditionalComparison

PropertyConditional.LogicalOperatorType Barotrauma.Items.Components.ItemComponent.IsActiveConditionalComparison
getset

◆ Item

Item Barotrauma.Items.Components.ItemComponent.Item
get

◆ LockGuiFramePosition

bool Barotrauma.Items.Components.ItemComponent.LockGuiFramePosition
getset

◆ ManuallySelectedSound

int Barotrauma.Items.Components.ItemComponent.ManuallySelectedSound
get

Which sound should be played when manual sound selection type is selected? Not [Editable] because we don't want this visible in the editor for every component.

◆ Msg

string Barotrauma.Items.Components.ItemComponent.Msg
getset

◆ Name

string Barotrauma.Items.Components.ItemComponent.Name
get

◆ Parent

ItemComponent Barotrauma.Items.Components.ItemComponent.Parent
getset

◆ PickingMsg

string Barotrauma.Items.Components.ItemComponent.PickingMsg
getset

◆ PickingTime

float Barotrauma.Items.Components.ItemComponent.PickingTime
getset

◆ PickKey

InputType Barotrauma.Items.Components.ItemComponent.PickKey
getprotected set

◆ RemoveOnCombined

bool Barotrauma.Items.Components.ItemComponent.RemoveOnCombined
getset

◆ SelectKey

InputType Barotrauma.Items.Components.ItemComponent.SelectKey
getprotected set

◆ SerializableProperties

Dictionary<Identifier, SerializableProperty> Barotrauma.Items.Components.ItemComponent.SerializableProperties
getprotected set

◆ Speed

float Barotrauma.Items.Components.ItemComponent.Speed
get

Can be used by status effects or conditionals to the speed of the item.

◆ UpdateWhenInactive

virtual bool Barotrauma.Items.Components.ItemComponent.UpdateWhenInactive
get

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