Property | Type | Description | |
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alarmSoundTick | int | ||
alertStartTick | int | ||
currentDangerRate | StoryDanger | ||
glowColor | ColorInt | ||
glowRadius | float | ||
glowerComp | CompGlower | ||
highDangerAlarmSound | SoundDef | ||
highDangerDrawingTick | int | ||
lastUpdateTick | int | ||
lowDangerAlarmSound | SoundDef | ||
lowDangerDrawingTick | int | ||
numberOfAlertSpeakers | int | ||
powerComp | CompPowerTrader | ||
previousDangerRate | StoryDanger | ||
sirenSoundDisabledIcon | |||
sirenSoundEnabledIcon | |||
soundIsActivated | bool |
Method | Description | |
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CheckIfColonistHasAMediumAdrenalineBoostBonus ( Pawn colonist ) : bool |
Check if the given colonist has a medium adrenaline boost bonus.
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CheckIfColonistHasASmallAdrenalineBoostBonus ( Pawn colonist ) : bool |
Check if the given colonist has a small adrenaline boost bonus.
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CheckIfColonistHasASmallStressMalus ( Pawn colonist ) : bool |
Check if the given colonist has a small stress malus.
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CheckIfSupportingWallIsAlive ( IntVec3 alertSpeakerPosition, Rot4 alertSpeakerRotation ) : bool |
Checks if the wall supporting the alert speaker is still alive.
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ComputeDrawingParameters ( ) : void |
Compute the global drawing parameters. o danger rate == None => small green light. o danger rate == Low => medium yellow light ramping up and down. o danger rate == High => big flashing red light.
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Destroy ( DestroyMode mode = DestroyMode.Vanish ) : void |
Destroys the alert speaker and remove any bonus/malus i fthere are no more on the map.
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DisplayActiveMote ( ) : void |
Displays the active mote when applicable.
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Draw ( ) : void |
Performs the drawing treatment. Applies the drawing parameters.
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ExposeData ( ) : void |
Saves and loads variables (stored in savegame data).
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GetEffectZoneCells ( IntVec3 alertSpeakerPosition ) : List |
Get the effect zone cells.
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GetGizmos ( ) : IEnumerable |
This creates the command buttons to control the alert speaker sound activation.
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PerformDrawingTreatment ( ) : void |
Performs the drawing treatment. Applies the drawing parameters.
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PerformSirenSoundAction ( ) : void |
Activates/deactivates siren sound.
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PerformSoundTreatment ( ) : void |
Performs the sound treatment. o danger rate == None => no sound. o danger rate == Low => plays low danger alarm sound o danger rate == High => plays high danger alarm sound
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PerformTreatmentDuringAlert ( ) : void |
Performs the treatments during an alert according to the current danger rate. o danger rate == None => no bonus. o danger rate == Low => * early phase: small adrenaline boost. * middle and late phase: no bonus. o danger rate == High => * early phase: medium adrenaline boost. * middle phase: no bonus. * late phase: small stress malus.
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PerformTreatmentOnDangerRateTransition ( ) : void |
Check if a danger rate transition is occuring and perform the corresponding treatment. Transitions management: Transition 1: beginning alert. => set the alert start tick. Transition 2: finished alert. => remove any stat bonus/malus and malus thought. => add a bonus thought. Transition 3: increased danger rating. => convert the small adrenaline boost into medium adrenaline boost. Transition 4: decreased danger rating. => keep the medium adrenaline boost (nothing to do).
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PlayOneHighDangerAlarmSound ( ) : void |
Play one high danger alarm sound.
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PlayOneLowDangerAlarmSound ( ) : void |
Play one low danger alarm sound.
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RemoveAnyStatBonusFromAllColonists ( ) : void |
Remove any stat bonus from all colonists.
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RemoveAnyStatMalusFromAllColonists ( ) : void |
Remove any stat malus from all colonists.
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RemoveAnyThoughtBonusFromAllColonists ( ) : void |
Remove any thought bonus from all colonists.
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RemoveAnyThoughtMalusFromAllColonists ( ) : void |
Remove any thought malus from all colonists.
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SpawnSetup ( ) : void |
Initializes instance variables.
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Tick ( ) : void |
- Checks if the supporting wall is still alive. - Checks current threat level. - Performs adequate treatment when a danger level transition occurs. - Applies an adrenaline bonus to nearby colonists according to current danger rate.
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TryApplyColonyIsThreatenedThoughtToAllColonists ( ) : void |
Try to apply the "colony is threathened" malus thought to all colonists.
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TryApplyMediumAdrenalineBoostBonusToColonists ( List |
Try to apply a medium adrenaline boost bonus to each colonist if he has not already one.
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TryApplySmallAdrenalineBoostBonusToColonists ( List |
Try to apply a small adrenaline boost to each colonist if he has not already a small or a medium one.
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TryApplySmallStressMalusToAllColonists ( ) : void |
Try to apply a small stress malus to all colonists.
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TryApplyThreatIsFinishedThoughtToAllColonists ( ) : void |
Try to apply the "threat is finished" thought to all colonists.
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public CheckIfColonistHasAMediumAdrenalineBoostBonus ( Pawn colonist ) : bool | ||
colonist | Pawn | |
return | bool |
public CheckIfColonistHasASmallAdrenalineBoostBonus ( Pawn colonist ) : bool | ||
colonist | Pawn | |
return | bool |
public CheckIfColonistHasASmallStressMalus ( Pawn colonist ) : bool | ||
colonist | Pawn | |
return | bool |
public static CheckIfSupportingWallIsAlive ( IntVec3 alertSpeakerPosition, Rot4 alertSpeakerRotation ) : bool | ||
alertSpeakerPosition | IntVec3 | |
alertSpeakerRotation | Rot4 | |
return | bool |
public Destroy ( DestroyMode mode = DestroyMode.Vanish ) : void | ||
mode | DestroyMode | |
return | void |
public static GetEffectZoneCells ( IntVec3 alertSpeakerPosition ) : List |
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alertSpeakerPosition | IntVec3 | |
return | List |
public PerformTreatmentDuringAlert ( ) : void | ||
return | void |
public PerformTreatmentOnDangerRateTransition ( ) : void | ||
return | void |
public PlayOneHighDangerAlarmSound ( ) : void | ||
return | void |
public RemoveAnyStatBonusFromAllColonists ( ) : void | ||
return | void |
public RemoveAnyStatMalusFromAllColonists ( ) : void | ||
return | void |
public RemoveAnyThoughtBonusFromAllColonists ( ) : void | ||
return | void |
public RemoveAnyThoughtMalusFromAllColonists ( ) : void | ||
return | void |
public TryApplyColonyIsThreatenedThoughtToAllColonists ( ) : void | ||
return | void |
public TryApplyMediumAdrenalineBoostBonusToColonists ( List |
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colonistList | List |
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return | void |
public TryApplySmallAdrenalineBoostBonusToColonists ( List |
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colonistList | List |
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return | void |
public TryApplySmallStressMalusToAllColonists ( ) : void | ||
return | void |
public TryApplyThreatIsFinishedThoughtToAllColonists ( ) : void | ||
return | void |
public static StoryDanger currentDangerRate | ||
return | StoryDanger |
public static SoundDef highDangerAlarmSound | ||
return | SoundDef |
public static int highDangerDrawingTick | ||
return | int |
public static SoundDef lowDangerAlarmSound | ||
return | SoundDef |
public static int numberOfAlertSpeakers | ||
return | int |
public static StoryDanger previousDangerRate | ||
return | StoryDanger |
public Texture2D,UnityEngine sirenSoundDisabledIcon | ||
return |
public Texture2D,UnityEngine sirenSoundEnabledIcon | ||
return |