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| PriceInfo (XElement element) |
| Support for the old style of determining item prices when there were individual Price elements for each location type where the item was for sale.
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| PriceInfo (int price, bool canBeBought, int minAmount=0, int maxAmount=0, bool canBeSpecial=true, int minLevelDifficulty=0, float buyingPriceMultiplier=1f, bool displayNonEmpty=false, bool requiresUnlock=false, string storeIdentifier=null) |
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int | Price [get] |
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bool | CanBeBought [get] |
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int | MinAvailableAmount [get] |
| Minimum number of items available at a given store.
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int | MaxAvailableAmount [get] |
| Maximum number of items available at a given store. Defaults to 20% more than the minimum amount.
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bool | CanBeSpecial [get] |
| Can the item be a Daily Special or a Requested Good.
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int | MinLevelDifficulty [get] |
| The item isn't available in stores unless the level's difficulty is above this value.
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float | BuyingPriceMultiplier = 1f [get] |
| The cost of item when sold by the store. Higher modifier means the item costs more to buy from the store.
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bool | DisplayNonEmpty = false [get] |
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Identifier | StoreIdentifier [get] |
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bool | RequiresUnlock [get] |
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IReadOnlyDictionary< Identifier, float > | MinReputation [get] |
| Minimum reputation needed to buy the item (Key = faction ID, Value = min rep)
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◆ PriceInfo() [1/2]
Barotrauma.PriceInfo.PriceInfo |
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XElement | element | ) |
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Support for the old style of determining item prices when there were individual Price elements for each location type where the item was for sale.
◆ PriceInfo() [2/2]
Barotrauma.PriceInfo.PriceInfo |
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int | price, |
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bool | canBeBought, |
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int | minAmount = 0, |
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int | maxAmount = 0, |
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bool | canBeSpecial = true, |
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int | minLevelDifficulty = 0, |
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float | buyingPriceMultiplier = 1f, |
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bool | displayNonEmpty = false, |
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bool | requiresUnlock = false, |
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string | storeIdentifier = null ) |
◆ CreatePriceInfos()
static List< PriceInfo > Barotrauma.PriceInfo.CreatePriceInfos |
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XElement | element, |
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out PriceInfo | defaultPrice ) |
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◆ BuyingPriceMultiplier
float Barotrauma.PriceInfo.BuyingPriceMultiplier = 1f |
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The cost of item when sold by the store. Higher modifier means the item costs more to buy from the store.
◆ CanBeBought
bool Barotrauma.PriceInfo.CanBeBought |
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◆ CanBeSpecial
bool Barotrauma.PriceInfo.CanBeSpecial |
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Can the item be a Daily Special or a Requested Good.
◆ DisplayNonEmpty
bool Barotrauma.PriceInfo.DisplayNonEmpty = false |
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◆ MaxAvailableAmount
int Barotrauma.PriceInfo.MaxAvailableAmount |
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Maximum number of items available at a given store. Defaults to 20% more than the minimum amount.
◆ MinAvailableAmount
int Barotrauma.PriceInfo.MinAvailableAmount |
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Minimum number of items available at a given store.
◆ MinLevelDifficulty
int Barotrauma.PriceInfo.MinLevelDifficulty |
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The item isn't available in stores unless the level's difficulty is above this value.
◆ MinReputation
IReadOnlyDictionary<Identifier, float> Barotrauma.PriceInfo.MinReputation |
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get |
Minimum reputation needed to buy the item (Key = faction ID, Value = min rep)
◆ Price
int Barotrauma.PriceInfo.Price |
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◆ RequiresUnlock
bool Barotrauma.PriceInfo.RequiresUnlock |
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◆ StoreIdentifier
Identifier Barotrauma.PriceInfo.StoreIdentifier |
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get |
The documentation for this class was generated from the following file:
- /home/runner/work/Luatrauma.Docs/Luatrauma.Docs/libs/LuaCsForBarotrauma/Barotrauma/BarotraumaShared/SharedSource/Map/PriceInfo.cs