Barotrauma Server
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Barotrauma.MissionAction Class Reference

Unlocks a mission in a nearby level or location. More...

Inheritance diagram for Barotrauma.MissionAction:
Barotrauma.EventAction Barotrauma.EventAction

Public Member Functions

 MissionAction (ScriptedEvent parentEvent, ContentXElement element)
 
override bool IsFinished (ref string goTo)
 
override void Reset ()
 
override void Update (float deltaTime)
 
override string ToDebugString ()
 Rich test to display in debugdraw.
 
- Public Member Functions inherited from Barotrauma.EventAction
 EventAction (ScriptedEvent parentEvent, ContentXElement element)
 
bool IsFinished (ref string goToLabel)
 Has the action finished.
 
virtual bool SetGoToTarget (string goTo)
 
void Reset ()
 
virtual bool CanBeFinished ()
 
virtual IEnumerable< EventActionGetSubActions ()
 

Static Public Member Functions

static void ResetMissionsUnlockedThisRound ()
 
static void NotifyMissionsUnlockedThisRound (Client client)
 
- Static Public Member Functions inherited from Barotrauma.EventAction
static EventAction Instantiate (ScriptedEvent scriptedEvent, ContentXElement element)
 

Properties

Identifier MissionIdentifier [get, set]
 
Identifier MissionTag [get, set]
 
Identifier RequiredFaction [get, set]
 
ImmutableArray< Identifier > LocationTypes [get]
 
int MinLocationDistance [get, set]
 
bool UnlockFurtherOnMap [get, set]
 
bool CreateLocationIfNotFound [get, set]
 

Additional Inherited Members

- Public Attributes inherited from Barotrauma.EventAction
readonly ScriptedEvent ParentEvent
 
- Protected Member Functions inherited from Barotrauma.EventAction
void ApplyTagsToHulls (Entity entity, Identifier hullTag, Identifier linkedHullTag)
 
string GetEventDebugName ()
 

Detailed Description

Unlocks a mission in a nearby level or location.

Constructor & Destructor Documentation

◆ MissionAction()

Barotrauma.MissionAction.MissionAction ( ScriptedEvent parentEvent,
ContentXElement element )

Member Function Documentation

◆ IsFinished()

override bool Barotrauma.MissionAction.IsFinished ( ref string goTo)

◆ NotifyMissionsUnlockedThisRound()

static void Barotrauma.MissionAction.NotifyMissionsUnlockedThisRound ( Client client)
static

◆ Reset()

override void Barotrauma.MissionAction.Reset ( )

◆ ResetMissionsUnlockedThisRound()

static void Barotrauma.MissionAction.ResetMissionsUnlockedThisRound ( )
static

◆ ToDebugString()

override string Barotrauma.MissionAction.ToDebugString ( )
virtual

Rich test to display in debugdraw.

public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} SomeAction -> "(someInfo: {info.ColorizeObject()})";
}
override string ToDebugString()
Rich test to display in debugdraw.
Definition MissionAction.cs:231
Returns

Reimplemented from Barotrauma.EventAction.

◆ Update()

override void Barotrauma.MissionAction.Update ( float deltaTime)
virtual

Reimplemented from Barotrauma.EventAction.

Property Documentation

◆ CreateLocationIfNotFound

bool Barotrauma.MissionAction.CreateLocationIfNotFound
getset

◆ LocationTypes

ImmutableArray<Identifier> Barotrauma.MissionAction.LocationTypes
get

◆ MinLocationDistance

int Barotrauma.MissionAction.MinLocationDistance
getset

◆ MissionIdentifier

Identifier Barotrauma.MissionAction.MissionIdentifier
getset

◆ MissionTag

Identifier Barotrauma.MissionAction.MissionTag
getset

◆ RequiredFaction

Identifier Barotrauma.MissionAction.RequiredFaction
getset

◆ UnlockFurtherOnMap

bool Barotrauma.MissionAction.UnlockFurtherOnMap
getset

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