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Class ClutterData

The data of a Clutter. Changes are reflected immediately.

Inheritance
System.Object
AgentData
ClutterData
Inherited Members
AgentData.Name
AgentData.Desc
AgentData.CanBeHit
AgentData.CanBurn
AgentData.BlockLight
AgentData.MaxHealth
AgentData.TTLPostDeath
AgentData.PowerRequirement
AgentData.DropCargoOnDeath
AgentData.Integrity
AgentData.SelfDelete
AgentData.Selectable
AgentData.DrawnLayer
AgentData.ReputationOnKill
AgentData.ForcefullyHostile
AgentData.DeathAnim
AgentData.ID
Namespace: Mannequin.Bindings
Assembly: Collapse.dll
Syntax
public class ClutterData : AgentData

Constructors

ClutterData(String)

Get the data for a Clutter.

Declaration
public ClutterData(string clutter)
Parameters
Type Name Description
System.String clutter

The Clutter. The file must already exist in data/clutter.

Properties

Activity

This Clutter's associated activity

Declaration
public EGameActivity Activity { get; set; }
Property Value
Type Description
EGameActivity

AllowedSceneTypes

The scenes this Clutter is allowed to be built in

Declaration
public List<ESceneType> AllowedSceneTypes { get; set; }
Property Value
Type Description
List<ESceneType>

AllowRandomRotation

Allow random rotation when placed by procedural generation

Declaration
public bool AllowRandomRotation { get; set; }
Property Value
Type Description
System.Boolean

AlwaysDecay

Whether this should decay in procedural generation

Declaration
public bool AlwaysDecay { get; set; }
Property Value
Type Description
System.Boolean

BuildReq

What is required to build this Clutter, i.e. crafting recipe

Declaration
public List<InventoryItem> BuildReq { get; set; }
Property Value
Type Description
List<InventoryItem>

BuildSFX

The sound that is played while this Clutter is being built

Declaration
public List<Sound> BuildSFX { get; set; }
Property Value
Type Description
List<Sound>

BuildTimeRequired

The time required to build this Clutter

Declaration
public int BuildTimeRequired { get; set; }
Property Value
Type Description
System.Int32

CanDisassemble

Whether this Clutter can be disassembled or not

Declaration
public bool CanDisassemble { get; set; }
Property Value
Type Description
System.Boolean

Category

The type of Clutter this is.

Declaration
public EClutterType Category { get; set; }
Property Value
Type Description
EClutterType

Cover

How much cover this Clutter provides in a firefight

Declaration
public float Cover { get; set; }
Property Value
Type Description
System.Single

CurrAngle

The angle this Clutter has when it is placed

Declaration
public float CurrAngle { get; set; }
Property Value
Type Description
System.Single

DecorativeValue

This item's decorative value

Declaration
public int DecorativeValue { get; set; }
Property Value
Type Description
System.Int32

DisassembleAnimation

The Animation that plays when this Clutter is disassembled

Declaration
public Animation DisassembleAnimation { get; set; }
Property Value
Type Description
Animation

DisassembleContent

What drops when this Clutter is disassembled

Declaration
public List<InventoryItem> DisassembleContent { get; set; }
Property Value
Type Description
List<InventoryItem>

DisassembleOverrideBuildData

By default, Clutter that is being disassembled uses its build data to determine certain factors. You can override this by setting DisassembleOverrideBuildData to true.

Declaration
public bool DisassembleOverrideBuildData { get; set; }
Property Value
Type Description
System.Boolean

DisassembleTime

The time it takes for this Clutter to be disassembled

Declaration
public int DisassembleTime { get; set; }
Property Value
Type Description
System.Int32

DoneSfx

The Sounds this Clutter plays when it is built

Declaration
public List<Sound> DoneSfx { get; set; }
Property Value
Type Description
List<Sound>

Factory

Factory component data. For more information, see the Factory class. May be null if this ClutterData does not have a Factory.

Declaration
public Factory Factory { get; set; }
Property Value
Type Description
Factory

InteractiveMoodMod

A number that represents how a survivor's mood changes after using this Clutter

Declaration
public int InteractiveMoodMod { get; set; }
Property Value
Type Description
System.Int32

InteractiveMoodModLength

Number of in-game minutes the InteractiveMoodMod lasts

Declaration
public int InteractiveMoodModLength { get; set; }
Property Value
Type Description
System.Int32

InteractiveVerb

Verb used to describe interaction with this Clutter (i.e. "using")

Declaration
public string InteractiveVerb { get; set; }
Property Value
Type Description
System.String

InventorySpace

The amount of inventory space this Clutter has. 0 = none

Declaration
public float InventorySpace { get; set; }
Property Value
Type Description
System.Single

IsResearchStation

Whether this Clutter is a research station or not.

Declaration
public bool IsResearchStation { get; set; }
Property Value
Type Description
System.Boolean

MaxPerMap

The maximum number of this Clutter that can be in a map at any time. 0 = unlimited.

Declaration
public int MaxPerMap { get; set; }
Property Value
Type Description
System.Int32

PointOfInterest

Whether idle survivors will check this Clutter periodically

Declaration
public bool PointOfInterest { get; set; }
Property Value
Type Description
System.Boolean

RazeTo

When this is destroyed, make a random Clutter from the list appear instead.

Declaration
public List<ClutterData> RazeTo { get; set; }
Property Value
Type Description
List<ClutterData>

RazeToChance

If RazeTo contains items, RazeToChance controls the chance that they will spawn (0-1).

Declaration
public float RazeToChance { get; set; }
Property Value
Type Description
System.Single

RazeToFaction

If RazeTo contains items, RazeToFaction controls the faction that the newly-spawned items will be owned by.

Declaration
public Faction RazeToFaction { get; set; }
Property Value
Type Description
Faction

ResearchEndSFX

The sound that is played when this Clutter is done being used as a research station

Declaration
public List<Sound> ResearchEndSFX { get; set; }
Property Value
Type Description
List<Sound>

ResearchStartSFX

The sound that is played while this Clutter is being used as a research station

Declaration
public List<Sound> ResearchStartSFX { get; set; }
Property Value
Type Description
List<Sound>

RotateUI

Whether this Cluter can be rotated, and how

Declaration
public EBuildRotation RotateUI { get; set; }
Property Value
Type Description
EBuildRotation

ScavengingStation

Whether this item is a scavenging station or not (i.e. whether the scavenging menu is triggered when this item is used)

Declaration
public bool ScavengingStation { get; set; }
Property Value
Type Description
System.Boolean

Seat

Whether other Agents can sit on this item or not

Declaration
public bool Seat { get; set; }
Property Value
Type Description
System.Boolean

ShowInBuildMenu

Whether this Clutter is buildable and is shown in the build menu

Declaration
public bool ShowInBuildMenu { get; set; }
Property Value
Type Description
System.Boolean

SpecialEffect

This Clutter's special particle effects, if any

Declaration
public EParticleEffectType SpecialEffect { get; set; }
Property Value
Type Description
EParticleEffectType

SpecialEffectPos

The offset the special effect has compared to the Clutter's origin

SpecialEffect

Declaration
public Vector SpecialEffectPos { get; set; }
Property Value
Type Description
Vector

SpriteFile

The sprite(s) to show with this Clutter.

Declaration
public List<Texture> SpriteFile { get; set; }
Property Value
Type Description
List<Texture>

SpriteFileDamaged

The sprite to show when this Clutter is damaged.

Declaration
public Texture SpriteFileDamaged { get; set; }
Property Value
Type Description
Texture

SpriteFileDestroyed

The sprite to show when this Clutter is destroyed.

Declaration
public Texture SpriteFileDestroyed { get; set; }
Property Value
Type Description
Texture

SubClutter

Clutter that spawns when this Clutter is built.

Declaration
public List<SubClutter> SubClutter { get; set; }
Property Value
Type Description
List<SubClutter>

TechRequirement

The tech required to build/use this Clutter

Declaration
public Tech TechRequirement { get; set; }
Property Value
Type Description
Tech

TimeToLive

This Clutter's time to live (in ms)

Declaration
public int TimeToLive { get; set; }
Property Value
Type Description
System.Int32

UserPosition

The offset of the position the user of this Clutter will be at

Declaration
public Vector UserPosition { get; set; }
Property Value
Type Description
Vector

WorkSfx

The Sounds this Clutter plays when it is being disassembled

Declaration
public List<Sound> WorkSfx { get; set; }
Property Value
Type Description
List<Sound>

Methods

Clone(String)

Clone this Clutter and insert it into the game's database as toID.

Declaration
public ClutterData Clone(string toID)
Parameters
Type Name Description
System.String toID

The ID of the new clone

Returns
Type Description
ClutterData

The cloned ClutterData

Create(Scene, Point)

Create this Clutter

Declaration
public Clutter Create(Scene scene, Point where)
Parameters
Type Name Description
Scene scene

Which scene should this Clutter be created in?

Point where

Where should this Clutter be created?

Returns
Type Description
Clutter

The Clutter

GetAllowedSceneTypes()

Get the AllowedSceneTypes JSON property.

Declaration
public List<ESceneType> GetAllowedSceneTypes()
Returns
Type Description
List<ESceneType>

GetBuildReq()

Get the BuildReq JSON property.

Declaration
public List<InventoryItem> GetBuildReq()
Returns
Type Description
List<InventoryItem>

GetBuildSFX()

Get the BuildSFX JSON property.

Declaration
public List<Sound> GetBuildSFX()
Returns
Type Description
List<Sound>

GetDisassembleContent()

Get the DisassembleContent JSON property.

Declaration
public List<InventoryItem> GetDisassembleContent()
Returns
Type Description
List<InventoryItem>

GetDoneSfx()

Get the DoneSfx JSON property.

Declaration
public List<Sound> GetDoneSfx()
Returns
Type Description
List<Sound>

GetRazeTo()

Get the RazeTo JSON property.

Declaration
public List<ClutterData> GetRazeTo()
Returns
Type Description
List<ClutterData>

GetResearchEndSFX()

Get the ResearchEndSFX JSON property.

Declaration
public List<Sound> GetResearchEndSFX()
Returns
Type Description
List<Sound>

GetResearchStartSFX()

Get the ResearchStartSFX JSON property.

Declaration
public List<Sound> GetResearchStartSFX()
Returns
Type Description
List<Sound>

GetSpriteFile()

Get the SpriteFile JSON property.

Declaration
public List<Texture> GetSpriteFile()
Returns
Type Description
List<Texture>

GetSubClutter()

Get the SubClutter JSON property.

Declaration
public List<SubClutter> GetSubClutter()
Returns
Type Description
List<SubClutter>

GetWorkSfx()

Get the WorkSfx JSON property.

Declaration
public List<Sound> GetWorkSfx()
Returns
Type Description
List<Sound>

SetAllowedSceneTypes(List<ESceneType>)

Set the AllowedSceneTypes JSON property.

Declaration
public void SetAllowedSceneTypes(List<ESceneType> value)
Parameters
Type Name Description
List<ESceneType> value

SetBuildReq(List<InventoryItem>)

Set the BuildReq JSON property.

Declaration
public void SetBuildReq(List<InventoryItem> value)
Parameters
Type Name Description
List<InventoryItem> value

SetBuildSFX(List<Sound>)

Set the BuildSFX JSON property.

Declaration
public void SetBuildSFX(List<Sound> value)
Parameters
Type Name Description
List<Sound> value

SetDisassembleContent(List<InventoryItem>)

Set the DisassembleContent JSON property.

Declaration
public void SetDisassembleContent(List<InventoryItem> value)
Parameters
Type Name Description
List<InventoryItem> value

SetDoneSfx(List<Sound>)

Set the DoneSfx JSON property.

Declaration
public void SetDoneSfx(List<Sound> value)
Parameters
Type Name Description
List<Sound> value

SetRazeTo(List<ClutterData>)

Set the RazeTo JSON property.

Declaration
public void SetRazeTo(List<ClutterData> value)
Parameters
Type Name Description
List<ClutterData> value

SetResearchEndSFX(List<Sound>)

Set the ResearchEndSFX JSON property.

Declaration
public void SetResearchEndSFX(List<Sound> value)
Parameters
Type Name Description
List<Sound> value

SetResearchStartSFX(List<Sound>)

Set the ResearchStartSFX JSON property.

Declaration
public void SetResearchStartSFX(List<Sound> value)
Parameters
Type Name Description
List<Sound> value

SetSpriteFile(List<Texture>)

Set the SpriteFile JSON property.

Declaration
public void SetSpriteFile(List<Texture> value)
Parameters
Type Name Description
List<Texture> value

SetSubClutter(List<SubClutter>)

Set the SubClutter JSON property.

Declaration
public void SetSubClutter(List<SubClutter> value)
Parameters
Type Name Description
List<SubClutter> value

SetWorkSfx(List<Sound>)

Set the WorkSfx JSON property.

Declaration
public void SetWorkSfx(List<Sound> value)
Parameters
Type Name Description
List<Sound> value
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