Barotrauma Server
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Barotrauma.NPCOperateItemAction Class Reference

Makes an NPC select an item, and operate it if it's something AI characters can operate. More...

Inheritance diagram for Barotrauma.NPCOperateItemAction:
Barotrauma.EventAction

Public Member Functions

 NPCOperateItemAction (ScriptedEvent parentEvent, ContentXElement element)
 
override void Update (float deltaTime)
 
override bool IsFinished (ref string goTo)
 
override void Reset ()
 
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 ()
 

Properties

Identifier NPCTag [get, set]
 
Identifier TargetTag [get, set]
 
Identifier ItemComponentName [get, set]
 
Identifier OrderOption [get, set]
 
bool RequireEquip [get, set]
 
bool Operate [get, set]
 
int MaxTargets [get, set]
 
int Priority [get, set]
 
bool AbandonOnReset [get, set]
 

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.EventAction
static EventAction Instantiate (ScriptedEvent scriptedEvent, ContentXElement element)
 
- 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

Makes an NPC select an item, and operate it if it's something AI characters can operate.

Constructor & Destructor Documentation

◆ NPCOperateItemAction()

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

Member Function Documentation

◆ IsFinished()

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

◆ Reset()

override void Barotrauma.NPCOperateItemAction.Reset ( )

◆ ToDebugString()

override string Barotrauma.NPCOperateItemAction.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 NPCOperateItemAction.cs:130
Returns

Reimplemented from Barotrauma.EventAction.

◆ Update()

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

Reimplemented from Barotrauma.EventAction.

Property Documentation

◆ AbandonOnReset

bool Barotrauma.NPCOperateItemAction.AbandonOnReset
getset

◆ ItemComponentName

Identifier Barotrauma.NPCOperateItemAction.ItemComponentName
getset

◆ MaxTargets

int Barotrauma.NPCOperateItemAction.MaxTargets
getset

◆ NPCTag

Identifier Barotrauma.NPCOperateItemAction.NPCTag
getset

◆ Operate

bool Barotrauma.NPCOperateItemAction.Operate
getset

◆ OrderOption

Identifier Barotrauma.NPCOperateItemAction.OrderOption
getset

◆ Priority

int Barotrauma.NPCOperateItemAction.Priority
getset

◆ RequireEquip

bool Barotrauma.NPCOperateItemAction.RequireEquip
getset

◆ TargetTag

Identifier Barotrauma.NPCOperateItemAction.TargetTag
getset

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