Dayz 1.25
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Класс ActionContinuousBaseCB
+ Граф наследования:ActionContinuousBaseCB:

Закрытые члены

bool CancelCondition ()
 
override void OnAnimationEvent (int pEventID)
 
override void InitActionComponent ()
 
override void EndActionComponent ()
 
void UserEndsAction ()
 
- Закрытые члены унаследованные от ActionBaseCB
void ActionBaseCB ()
 
int GetPossileStanceMask ()
 
override void OnFinish (bool pCanceled)
 
void SetCommand (int command_uid)
 
void CreateActionComponent ()
 
void InitActionComponent ()
 
void ProgressActionComponent ()
 
void EndActionComponent ()
 
void Interrupt ()
 
void SetActionData (ActionData action_data)
 
override bool IsUserActionCallback ()
 
float GetActionComponentProgress ()
 
int GetActionState ()
 
ActionTarget GetTarget ()
 

Закрытые данные

bool m_inLoop = false
 
bool m_callLoopEnd = false
 
- Закрытые данные унаследованные от ActionBaseCB
ActionData m_ActionData
 
SoundOnVehicle m_SoundObject
 
bool m_Canceled
 
bool m_Interrupted
 

Подробное описание

Методы

◆ CancelCondition()

bool CancelCondition ( )
inlineprivate
7 {
8 if ( !m_ActionData )
9 {
11 }
13 {
16 {
17 actionS.OnStartAnimationLoop( m_ActionData );
19 m_callLoopEnd = true;
20 }
21
22 if (!m_Interrupted)
24 }
25 else if (m_callLoopEnd == true)
26 {
28 actionE.OnEndAnimationLoop( m_ActionData );
29 m_callLoopEnd = false;
30 }
32 }
bool m_Interrupted
Definition AnimatedActionBase.c:6
ActionData m_ActionData
Definition AnimatedActionBase.c:3
bool m_callLoopEnd
Definition ActionContinuousBase.c:4
bool m_inLoop
Definition ActionContinuousBase.c:3
Definition ActionContinuousBase.c:133
ref ActionBase m_Action
Definition ActionBase.c:27
int m_State
Definition ActionBase.c:31
Definition EntityAI.c:95
const int UA_INITIALIZE
Definition constants.c:444
const int UA_PROCESSING
Definition constants.c:434
static const int STATE_LOOP_LOOP
Definition human.c:353
proto native int GetState()
returns one of STATE_...
Definition StaminaHandler.c:29
static const int STATE_LOOP_LOOP2
Definition human.c:356
proto native bool DefaultCancelCondition()
system implemented cancel condition (now raise or sprint cancels action)

Перекрестные ссылки DefaultCancelCondition(), GetState(), ActionData::m_Action, ActionBaseCB::m_ActionData, m_callLoopEnd, m_inLoop, ActionBaseCB::m_Interrupted, ActionData::m_State, STATE_LOOP_LOOP, STATE_LOOP_LOOP2, UA_INITIALIZE и UA_PROCESSING.

◆ EndActionComponent()

override void EndActionComponent ( )
inlineprivate
92 {
93 // TODO for second type animation SetCommand(DayZPlayerConstants.CMD_ACTIONINT_FINISH);
95 {
96 SetCommand(DayZPlayerConstants.CMD_ACTIONINT_END);
97 }
98 else if (m_ActionData.m_State == UA_CANCEL )
99 {
101 if(action.HasAlternativeInterrupt())
102 {
103 SetCommand(DayZPlayerConstants.CMD_ACTIONINT_FINISH);
104 }
105 else
106 {
107 SetCommand(DayZPlayerConstants.CMD_ACTIONINT_END);
108 }
109 m_Canceled = true;
110 return;
111 //Cancel();
112 }
113 else
114 {
115 m_Canceled = true;
116 SetCommand(DayZPlayerConstants.CMD_ACTIONINT_END);
117 return;
118 }
120 }
void SetCommand(int command_uid)
Definition AnimatedActionBase.c:46
bool m_Canceled
Definition AnimatedActionBase.c:5
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
const int UA_FINISHED
Definition constants.c:436
const int UA_CANCEL
Definition constants.c:437

Перекрестные ссылки ActionData::m_Action, ActionBaseCB::m_ActionData, ActionBaseCB::m_Canceled, ActionData::m_State, ActionBaseCB::SetCommand(), UA_CANCEL и UA_FINISHED.

Используется в UserEndsAction().

◆ InitActionComponent()

override void InitActionComponent ( )
inlineprivate
73 {
74 m_Interrupted = false;
75 m_Canceled = false;
76 m_inLoop = false;
77
80 {
82 }
84 RegisterAnimationEvent("ActionExecStart", UA_IN_START);
85 RegisterAnimationEvent("ActionExecEnd", UA_IN_END);
89 }
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
SoundOnVehicle m_SoundObject
Definition AnimatedActionBase.c:4
void CreateActionComponent()
Definition AnimatedActionBase.c:53
PlayerBase m_Player
Definition ActionBase.c:33
ref CABase m_ActionComponent
Definition ActionBase.c:30
const int UA_IN_START
Definition constants.c:449
const int UA_ANIM_EVENT
Definition constants.c:443
const int UA_IN_END
Definition constants.c:450
proto native void EnableCancelCondition(bool pEnable)

Перекрестные ссылки ActionBaseCB::CreateActionComponent(), EnableCancelCondition(), ActionData::m_Action, ActionData::m_ActionComponent, ActionBaseCB::m_ActionData, ActionBaseCB::m_Canceled, m_inLoop, ActionBaseCB::m_Interrupted, ActionData::m_Player, ActionBaseCB::m_SoundObject, ActionData::m_State, RegisterAnimationEvent(), UA_ANIM_EVENT, UA_IN_END, UA_IN_START и UA_INITIALIZE.

◆ OnAnimationEvent()

override void OnAnimationEvent ( int pEventID)
inlineprivate
36 {
38 {
40#ifdef DEVELOPER
41 //Print("ActionInteractBase.c | OnAnimationEvent | OnAnimationEvent called");
42#endif
43
45 {
46 Debug.ActionLog("Time stamp: " + m_ActionData.m_Player.GetSimulationTimeStamp() + " / " + pEventID, this.ToString() , "n/a", "OnAnimationEvent", m_ActionData.m_Player.ToString() );
47 }
48
50 {
51 m_inLoop = true;
52 //ActionContinuousBase.Cast(action).OnStartLoop( m_ActionData );
53 }
54 else if ( !m_Interrupted && pEventID == UA_IN_END )
55 {
56
57 m_inLoop = false;
58 //ActionContinuousBase.Cast(action).OnCompleteLoop( m_ActionData );
59 }
60 else if ( !m_Interrupted && pEventID == UA_ANIM_EVENT )
61 {
62 action.OnAnimationEvent( m_ActionData );
63 //action.OnCompleteLoop( m_ActionData );
64 }
65 }
66 else
67 {
68 //Debug.LogError("Call OnAnimationEvent ")
69 }
70 }
Definition AnimatedActionBase.c:134
Definition Debug.c:14
static void ActionLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Definition Debug.c:148
Definition Debug.c:735
static bool IsActionLogEnable()
Definition Debug.c:779

Перекрестные ссылки Debug::ActionLog(), LogManager::IsActionLogEnable(), ActionData::m_Action, ActionBaseCB::m_ActionData, m_inLoop, ActionBaseCB::m_Interrupted, ActionData::m_Player, UA_ANIM_EVENT, UA_IN_END и UA_IN_START.

◆ UserEndsAction()

void UserEndsAction ( )
inlineprivate
123 {
125 {
127 }
129 }
override void EndActionComponent()
Definition ActionContinuousBase.c:91

Перекрестные ссылки EndActionComponent(), ActionData::m_ActionComponent, ActionBaseCB::m_ActionData и ActionData::m_State.

Поля

◆ m_callLoopEnd

bool m_callLoopEnd = false
private

Используется в CancelCondition().

◆ m_inLoop

bool m_inLoop = false
private

Объявления и описания членов класса находятся в файле: