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| Turret (Item item, ContentXElement element) |
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override void | OnMapLoaded () |
| Called when all items have been loaded. Use to initialize connections between items.
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override void | Update (float deltaTime, Camera cam) |
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void | UpdateLightComponents () |
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override bool | Use (float deltaTime, Character character=null) |
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float | GetPowerRequiredToShoot () |
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bool | HasPowerToShoot () |
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void | UpdateAutoOperate (float deltaTime, bool ignorePower, Identifier friendlyTag=default) |
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override bool | CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective) |
| - Returns
- true if the operation was completed
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override float | GetCurrentPowerConsumption (Connection conn=null) |
| Turret doesn't consume grid power, directly takes from the batteries on its grid instead.
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bool | IsWithinAimingRadius (Vector2 target) |
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override void | FlipX (bool relativeToSub) |
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override void | FlipY (bool relativeToSub) |
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override void | ReceiveSignal (Signal signal, Connection connection) |
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override void | Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap) |
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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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void | ServerEventWrite (IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null) |
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| Powered (Item item, ContentXElement element) |
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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 | 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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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 | 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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IEnumerable< Item > | ActiveProjectiles [get] |
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float | Rotation [get] |
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Vector2 | BarrelPos [get, set] |
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Vector2 | FiringOffset [get, set] |
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bool | AlternatingFiringOffset [get, set] |
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Vector2 | TransformedBarrelPos [get] |
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float | LaunchImpulse [get, set] |
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float | DamageMultiplier [get, set] |
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int | ProjectileCount [get, set] |
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bool | LaunchWithoutProjectile [get, set] |
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float | Spread [get, set] |
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float | FiringRotationSpeedModifier [get, set] |
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bool | SingleChargedShot [get, set] |
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float | BaseRotation [get, set] |
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float | AIRange [get, set] |
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float | MaxAngleOffset [get, set] |
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float | AICurrentTargetPriorityMultiplier [get] |
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int | MaxActiveProjectiles [get, set] |
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float | MaxChargeTime [get] |
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float | Reload [get, set] |
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int | ShotsPerBurst [get, set] |
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float | DelayBetweenBursts [get, set] |
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float | RetractionDurationMultiplier [get, set] |
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float | RecoilTime [get, set] |
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float | RetractionDelay [get, set] |
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Vector2 | RotationLimits [get, set] |
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float | SpringStiffnessLowSkill [get] |
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float | SpringStiffnessHighSkill [get] |
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float | SpringDampingLowSkill [get] |
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float | SpringDampingHighSkill [get] |
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float | RotationSpeedLowSkill [get] |
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float | RotationSpeedHighSkill [get] |
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Color | HudTint [get, set] |
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bool | AutoOperate [get, set] |
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bool | AllowAutoOperateWithWiring [get, set] |
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float | RandomAimAmount [get, set] |
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float | RandomAimMinTime [get, set] |
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float | RandomAimMaxTime [get, set] |
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bool | RandomMovement [get, set] |
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bool | AimDelay [get, set] |
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bool | TargetCharacters [get, set] |
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bool | TargetMonsters [get, set] |
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bool | TargetHumans [get, set] |
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bool | TargetSubmarines [get, set] |
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bool | TargetItems [get, set] |
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Identifier | FriendlyTag [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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