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| RelayComponent (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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override void | Update (float deltaTime, Camera cam) |
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override float | GetCurrentPowerConsumption (Connection connection=null) |
| Relay power consumption. Load consumption is based on the internal buffer. This allows for the relay to react to demand and find equilibrium in loop configurations.
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override PowerRange | MinMaxPowerOut (Connection connection, float load=0) |
| Minimum and maximum power out for the relay. Max out is adjusted to allow for other relays to compensate if this relay is undervolted.
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override float | GetConnectionPowerOut (Connection connection, float power, PowerRange minMaxPower, float load) |
| Power out for the relay connection. Relay will output the necessary power to the grid based on maximum power output of other relays and will undervolt and overvolt the grid following its supply grid.
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override void | GridResolved (Connection conn) |
| Connection's grid resolved, determine the difference to be added to the buffer. Ensure the prevVoltage voltage is updated once both grids are resolved.
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override void | ReceiveSignal (Signal signal, Connection connection) |
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void | SetState (bool on, bool isNetworkMessage) |
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void | ServerEventWrite (IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null) |
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void | ClientEventRead (IReadMessage msg, float sendingTime) |
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| PowerTransfer (Item item, ContentXElement element) |
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override void | UpdateBroken (float deltaTime, Camera cam) |
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override bool | Pick (Character picker) |
| a Character has picked the item
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void | SetAllConnectionsDirty () |
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void | SetConnectionDirty (Connection connection) |
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| Powered (Item item, ContentXElement element) |
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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 | 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 bool | CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective) |
| - Returns
- true if the operation was completed
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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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override PowerPriority | Priority [get] |
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float | DisplayLoad [get] |
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float | MaxPower [get, set] |
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bool | IsOn [get, set] |
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List< Connection > | PowerConnections [get] |
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float | PowerLoad [get, set] |
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bool | CanBeOverloaded [get, set] |
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float | OverloadVoltage [get, set] |
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float | FireProbability [get, set] |
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bool | Overload [get, set] |
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float | ExtraLoad [get, set] |
| Additional load coming from somewhere else than the devices connected to the junction box (e.g. ballast flora or piezo crystals). Goes back to zero automatically if you stop setting the value.
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bool | CanTransfer [get, set] |
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override bool | IsActive [get, set] |
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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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bool | WasUsed |
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bool | WasSecondaryUsed |
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readonly Dictionary< ActionType, List< StatusEffect > > | statusEffectLists |
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Dictionary< RelatedItem.RelationType, List< RelatedItem > > | RequiredItems |
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readonly List< RelatedItem > | DisabledRequiredItems = new List<RelatedItem>() |
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readonly List< Skill > | RequiredSkills = new List<Skill>() |
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readonly ContentXElement | originalElement |
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Action< bool > | OnActiveStateChanged |
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List< PropertyConditional > | IsActiveConditionals |
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readonly NamedEvent< ItemUseInfo > | OnUsed = new() |
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readonly bool | InheritStatusEffects |
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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 | RefreshConnections () |
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override void | RemoveComponentSpecific () |
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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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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 | powerLoad |
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bool | isBroken |
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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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