![]() 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. TryExtractEventData ( NetEntityEvent.IData data, out T componentData)ĪIContainItems ( ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false) GetTextureDirectory ( ContentXElement subElement)ĮxtractEventData ( NetEntityEvent.IData data) Load ( ContentXElement element, Item item, bool errorMessages=true) ValidateEventData ( NetEntityEvent.IData data) Use to initialize connections between components and such. More.Ĭalled when all the components of the item have been loaded. ![]() Use to initialize connections between items. Load ( ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap)Ĭalled when all items have been loaded. 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. ReceiveSignal ( Signal signal, Connection connection) SecondaryUse (float deltaTime, Character character=null) Use (float deltaTime, Character character=null) UpdateBroken (float deltaTime, Camera cam) Returns true if the operation was completed More. Move (Vector2 amount, bool ignoreContacts=false)ĪIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective) SetRequiredItems ( ContentXElement element, bool allowEmpty=false) ItemComponent ( Item item, ContentXElement element)
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