![]() ![]() Load ( ContentXElement element, Item item, bool errorMessages=true) Static Public Member Functions inherited from ValidPowerConnection ( Connection conn1, Connection conn2) BAROTRAUMA SERVER UPDATEUpdate the power calculations of all devices and grids Updates grids in the order of ConnCurrConsumption - Get load of device/ flag it as an outputting connection – If outputting power – MinMaxPower - Minimum and Maximum power output of the connection for devices to coordinate ConnPowerOut - Final power output based on the sum of the MinMaxPower – Finally – GridResolved - Indicate that a connection's grid has been finished being calculated More. Static Public Member Functions inherited from Īllocate electrical devices into their grids based on connections More. Properties inherited from Barotrauma.ISerializableEntity BAROTRAUMA SERVER MANUALWhich sound should be played when manual sound selection type is selected? Not because we don't want this visible in the editor for every component. For the sake of clarity, use a value between 0 and 100 (not enforced). How useful the item is in combat? Used by AI to decide which item it should use as a weapon. ValidateEventData ( NetEntityEvent.IData data) Load ( ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap) HasRequiredItems ( Character character, bool addMessage, LocalizedString msg=null)ĪpplyStatusEffects ( ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float applyOnUserFraction=0.0f) Much simpler and a bit different than HasRequiredItems. Only checks if any of the Picked requirements are matched (used for checking id card(s)). HasRequiredContainedItems ( Character user, bool addMessage, LocalizedString msg=null) IsLoaded ( Character user, bool checkContainedItems=true) Returns 0.0f-1.0f based on how well the Character can use the itemcomponent More.ĭegreeOfSuccess ( Character character, List requiredSkills) HasRequiredSkills ( Character character, out Skill insufficientSkill) 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 More. SecondaryUse (float deltaTime, Character character=null) Use (float deltaTime, Character character=null) Move (Vector2 amount, bool ignoreContacts=false) SetRequiredItems ( ContentXElement element, bool allowEmpty=false) ItemComponent ( Item item, ContentXElement element) More.Ĭan be overridden to perform updates for the device after the connected grid has resolved its power calculations, i.e. Use to initialize connections between components and such. Powered ( Item item, ContentXElement element)Ĭalled when all the components of the item have been loaded. ServerEventWrite ( IWriteMessage msg, Client c, NetEntityEvent.IData extraData=null) ServerEventRead ( IReadMessage msg, Client c) ![]() ReceiveSignal ( Signal signal, Connection connection) Use to initialize connections between items. Returns true if the operation was completed More.Ĭalled when all items have been loaded. UpdateBroken (float deltaTime, Camera cam)ĪIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective) UpdateAutoTemp (float speed, float deltaTime) The load is divided between reactors according to their maximum output in multi-reactor setups. GetConnectionPowerOut ( Connection conn, float power, PowerRange minMaxPower, float load)ĭetermine how much power to output based on the load. Min and Max power output of the reactor based on tolerance More. MinMaxPowerOut ( Connection conn, float load) Returns a negative value (indicating the reactor generates power) when querying the power output connection. ![]() GetCurrentPowerConsumption ( Connection connection=null) Reactor ( Item item, ContentXElement element) ![]()
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