Barotrauma Server
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Barotrauma.Items.Components.Pickable Class Reference
Inheritance diagram for Barotrauma.Items.Components.Pickable:
Barotrauma.Items.Components.ItemComponent Barotrauma.Networking.IServerSerializable Barotrauma.ISerializableEntity Barotrauma.ISerializableEntity Barotrauma.Networking.INetSerializable Barotrauma.Items.Components.Door Barotrauma.Items.Components.Holdable Barotrauma.Items.Components.Holdable Barotrauma.Items.Components.IdCard Barotrauma.Items.Components.Wearable Barotrauma.Items.Components.MeleeWeapon Barotrauma.Items.Components.Throwable Barotrauma.Items.Components.MeleeWeapon Barotrauma.Items.Components.Throwable

Public Member Functions

 Pickable (Item item, ContentXElement element)
 
override bool Pick (Character picker)
 a Character has picked the item
 
virtual bool OnPicked (Character picker)
 
virtual bool OnPicked (Character picker, bool pickDroppedStack)
 
override void Drop (Character dropper, bool setTransform=true)
 a Character has dropped the item
 
virtual void ServerEventWrite (IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null)
 
virtual void ClientEventRead (IReadMessage msg, float sendingTime)
 
- Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
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 Select (Character character)
 
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 ()
 

Protected Member Functions

void StopPicking (Character picker)
 
void DropConnectedWires (Character character)
 
- Protected Member Functions inherited from Barotrauma.Items.Components.ItemComponent
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

Character picker
 
List< InvSlotTypeallowedSlots
 
- Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
Item item
 
string name
 
bool characterUsable
 
bool canBePicked
 
bool canBeSelected
 
bool canBeCombined
 
bool removeOnCombined
 
CoroutineHandle delayedCorrectionCoroutine
 
float aiUpdateTimer
 

Properties

virtual bool IsAttached [get]
 
List< InvSlotTypeAllowedSlots [get]
 
bool PickingDone [get]
 
Character Picker [get]
 
- Properties inherited from Barotrauma.Items.Components.ItemComponent
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

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
static ItemComponent Load (ContentXElement element, Item item, bool errorMessages=true)
 
- Public Attributes inherited from Barotrauma.Items.Components.ItemComponent
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
 
- Static Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
const float CorrectionDelay = 1.0f
 
const float AIUpdateInterval = 0.2f
 

Constructor & Destructor Documentation

◆ Pickable()

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

Member Function Documentation

◆ ClientEventRead()

virtual void Barotrauma.Items.Components.Pickable.ClientEventRead ( IReadMessage msg,
float sendingTime )
virtual

◆ Drop()

override void Barotrauma.Items.Components.Pickable.Drop ( Character dropper,
bool setTransform = true )
virtual

◆ DropConnectedWires()

void Barotrauma.Items.Components.Pickable.DropConnectedWires ( Character character)
protected

◆ OnPicked() [1/2]

virtual bool Barotrauma.Items.Components.Pickable.OnPicked ( Character picker)
virtual

◆ OnPicked() [2/2]

virtual bool Barotrauma.Items.Components.Pickable.OnPicked ( Character picker,
bool pickDroppedStack )
virtual

◆ Pick()

override bool Barotrauma.Items.Components.Pickable.Pick ( Character picker)
virtual

a Character has picked the item

Reimplemented from Barotrauma.Items.Components.ItemComponent.

◆ ServerEventWrite()

virtual void Barotrauma.Items.Components.Pickable.ServerEventWrite ( IWriteMessage msg,
Client c,
NetEntityEvent.IData extraData = null )
virtual

◆ StopPicking()

void Barotrauma.Items.Components.Pickable.StopPicking ( Character picker)
protected

Member Data Documentation

◆ allowedSlots

List<InvSlotType> Barotrauma.Items.Components.Pickable.allowedSlots
protected

◆ picker

Character Barotrauma.Items.Components.Pickable.picker
protected

Property Documentation

◆ AllowedSlots

List<InvSlotType> Barotrauma.Items.Components.Pickable.AllowedSlots
get

◆ IsAttached

virtual bool Barotrauma.Items.Components.Pickable.IsAttached
get

◆ Picker

Character Barotrauma.Items.Components.Pickable.Picker
get

◆ PickingDone

bool Barotrauma.Items.Components.Pickable.PickingDone
get

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