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| | Pump (Item item, ContentXElement element) |
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| override void | Update (float deltaTime, Camera cam) |
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| void | InfectBallast (Identifier identifier, bool allowMultiplePerShip=false) |
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| override float | GetCurrentPowerConsumption (Connection connection=null) |
| | Power consumption of the Pump. Only consume power when active and adjust consumption based on condition.
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| override void | ReceiveSignal (Signal signal, Connection connection) |
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| override bool | CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective) |
| | - Returns
- true if the operation was completed
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| void | ServerEventRead (IReadMessage msg, Client c) |
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| void | ServerEventWrite (IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null) |
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| | Powered (Item item, ContentXElement element) |
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| override void | OnItemLoaded () |
| | Called when all the components of the item have been loaded. Use to initialize connections between components and such.
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| virtual PowerRange | MinMaxPowerOut (Connection conn, float load=0) |
| | Minimum and maximum power the connection can provide.
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| virtual float | GetConnectionPowerOut (Connection conn, float power, PowerRange minMaxPower, float load) |
| | Finalize how much power the device will be outputting to the connection.
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| virtual void | GridResolved (Connection conn) |
| | Can be overridden to perform updates for the device after the connected grid has resolved its power calculations, i.e. storing voltage for later updates.
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| readonly record struct | ItemUseInfo (Item Item, Character User) |
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| | ItemComponent (Item item, ContentXElement element) |
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| void | SetRequiredItems (ContentXElement element, bool allowEmpty=false) |
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| virtual void | Move (Vector2 amount, bool ignoreContacts=false) |
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| virtual bool | Pick (Character picker) |
| | a Character has picked the item
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| virtual bool | Select (Character character) |
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| virtual void | Drop (Character dropper, bool setTransform=true) |
| | a Character has dropped the item
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| virtual void | UpdateBroken (float deltaTime, Camera cam) |
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| virtual bool | Use (float deltaTime, Character character=null) |
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| virtual bool | SecondaryUse (float deltaTime, Character character=null) |
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| virtual void | Equip (Character character) |
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| virtual void | Unequip (Character character) |
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| virtual bool | Combine (Item item, Character user) |
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| void | Remove () |
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| 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.
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| bool | HasRequiredSkills (Character character) |
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| bool | HasRequiredSkills (Character character, out Skill insufficientSkill) |
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| virtual float | GetSkillMultiplier () |
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| float | DegreeOfSuccess (Character character) |
| | Returns 0.0f-1.0f based on how well the Character can use the itemcomponent.
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| float | DegreeOfSuccess (Character character, List< Skill > requiredSkills) |
| | Returns 0.0f-1.0f based on how well the Character can use the itemcomponent.
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| virtual void | FlipX (bool relativeToSub) |
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| virtual void | FlipY (bool relativeToSub) |
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| 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.
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| bool | HasRequiredContainedItems (Character user, bool addMessage, LocalizedString msg=null) |
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| 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.
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| virtual bool | HasRequiredItems (Character character, bool addMessage, LocalizedString msg=null) |
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| 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) |
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| virtual void | Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap) |
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| virtual void | OnMapLoaded () |
| | Called when all items have been loaded. Use to initialize connections between items.
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| virtual void | OnScaleChanged () |
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| virtual void | OnInventoryChanged () |
| | Called when the item has an ItemContainer and the contents inside of it changed.
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| virtual XElement | Save (XElement parentElement) |
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| virtual void | Reset () |
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| virtual void | ParseMsg () |
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| virtual bool | ValidateEventData (NetEntityEvent.IData data) |
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| virtual IEventData | ServerGetEventData () |
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| bool | Hijacked [get, set] |
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| float | CurrentBrokenVolume [get] |
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| float | FlowPercentage [get, set] |
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| float | MaxFlow [get, set] |
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| bool | IsOn [get, set] |
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| float | CurrFlow [get] |
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| bool | HasPower [get] |
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| bool | IsAutoControlled [get] |
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| override bool | UpdateWhenInactive [get] |
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| float | CurrentStress [get] |
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| static IEnumerable< Powered > | PoweredList [get] |
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| virtual PowerPriority | Priority [get] |
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| float | MinVoltage [get, set] |
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| float | PowerConsumption [get, set] |
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| override bool | IsActive [get, set] |
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| float | CurrPowerConsumption [get, set] |
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| float | Voltage [get, set] |
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| float | RelativeVoltage [get] |
| | Essentially Voltage / MinVoltage (= how much of the minimum required voltage has been satisfied), clamped between 0 and 1. Can be used by status effects or sounds to check if the item has enough power to run.
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| bool | PoweredByTinkering [get, set] |
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| bool | VulnerableToEMP [get, set] |
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| ItemComponent | Parent [get, set] |
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| bool | InheritParentIsActive [get, set] |
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| 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.
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| 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.
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| float | PickingTime [get, set] |
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| string | PickingMsg [get, set] |
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| Dictionary< Identifier, SerializableProperty > | SerializableProperties [get, protected set] |
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| virtual bool | IsActive [get, set] |
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| PropertyConditional.LogicalOperatorType | IsActiveConditionalComparison [get, set] |
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| bool | Drawable [get, set] |
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| bool | CanBePicked [get, set] |
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| bool | DrawHudWhenEquipped [get, protected set] |
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| bool | LockGuiFramePosition [get, set] |
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| Point | GuiFrameOffset [get, set] |
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| bool | CanBeSelected [get, set] |
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| bool | CanBeCombined [get, set] |
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| bool | RemoveOnCombined [get, set] |
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| bool | CharacterUsable [get, set] |
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| bool | AllowInGameEditing [get, set] |
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| InputType | PickKey [get, protected set] |
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| InputType | SelectKey [get, protected set] |
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| bool | DeleteOnUse [get, set] |
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| Item | Item [get] |
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| string | Name [get] |
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| string | Msg [get, set] |
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| LocalizedString | DisplayMsg [get, set] |
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| float | CombatPriority [get] |
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| 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.
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| float | Speed [get] |
| | Can be used by status effects or conditionals to the speed of the item.
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| virtual bool | UpdateWhenInactive [get] |
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| static void | UpdateGrids (bool useCache=true) |
| | Allocate electrical devices into their grids based on connections.
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| static void | UpdatePower (float deltaTime) |
| | Update the power calculations of all devices and grids Updates grids in the order of ConnCurrConsumption - Get load of device/ flag it as an outputting connection – If outputting power – MinMaxPower - Minimum and Maximum power output of the connection for devices to coordinate ConnPowerOut - Final power output based on the sum of the MinMaxPower – Finally – GridResolved - Indicate that a connection's grid has been finished being calculated.
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| static bool | ValidPowerConnection (Connection conn1, Connection conn2) |
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| static ItemComponent | Load (ContentXElement element, Item item, bool errorMessages=true) |
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| static readonly HashSet< Connection > | ChangedConnections = new HashSet<Connection>() |
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| static readonly Dictionary< int, GridInfo > | Grids = new Dictionary<int, GridInfo>() |
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| void | UpdateOnActiveEffects (float deltaTime) |
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| float | GetAvailableInstantaneousBatteryPower () |
| | Returns the amount of power that can be supplied by batteries directly connected to the item.
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| IEnumerable< PowerContainer > | GetDirectlyConnectedBatteries () |
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| override void | RemoveComponentSpecific () |
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| virtual void | ShallowRemoveComponentSpecific () |
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| string | GetTextureDirectory (ContentXElement subElement) |
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| T | ExtractEventData< T > (NetEntityEvent.IData data) |
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| bool | TryExtractEventData< T > (NetEntityEvent.IData data, out T componentData) |
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| AIObjectiveContainItem | AIContainItems< T > (ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false) |
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| float | currPowerConsumption |
| | The amount of power currently consumed by the item. Negative values mean that the item is providing power to connected items.
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| float | powerConsumption |
| | The maximum amount of power the item can draw from connected items.
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| Connection | powerIn |
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| Connection | powerOut |
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| Item | item |
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| string | name |
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| bool | characterUsable |
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| bool | canBePicked |
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| bool | canBeSelected |
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| bool | canBeCombined |
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| bool | removeOnCombined |
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| CoroutineHandle | delayedCorrectionCoroutine |
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| float | aiUpdateTimer |
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| const float | UpdateInterval = (float)Timing.Step |
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| const float | MaxOverVoltageFactor = 2.0f |
| | Maximum voltage factor when the device is being overvolted. I.e. how many times more effectively the device can function when it's being overvolted.
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| const float | CorrectionDelay = 1.0f |
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| const float | AIUpdateInterval = 0.2f |
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