◆ MineralMission()
◆ DetermineCompleted()
override bool Barotrauma.MineralMission.DetermineCompleted |
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◆ EndMissionSpecific()
override void Barotrauma.MineralMission.EndMissionSpecific |
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bool | completed | ) |
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◆ ModifyMessage()
◆ ServerWriteInitial()
◆ StartMissionSpecific()
override void Barotrauma.MineralMission.StartMissionSpecific |
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Level | level | ) |
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◆ UpdateMissionSpecific()
override void Barotrauma.MineralMission.UpdateMissionSpecific |
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float | deltaTime | ) |
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◆ ValidPositionTypes
readonly ImmutableArray<PositionType> Barotrauma.MineralMission.ValidPositionTypes |
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Initial value:
{
}.ToImmutableArray()
Barotrauma.Level.PositionType PositionType
Definition MineralMission.cs:8
The list order is important. It defines the order in which we "override" positionType in case no valid position types are found in the level when generating them in Level.GenerateMissionResources(ItemPrefab, int, PositionType, out float).
◆ Description
◆ FailureMessage
◆ Name
◆ SonarLabels
◆ SuccessMessage
The documentation for this class was generated from the following files:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Events/Missions/MineralMission.cs
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaServer/ServerSource/Events/Missions/MineralMission.cs