Class ClutterData
The data of a Clutter. Changes are reflected immediately.
Inherited Members
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
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 |