DayZ 1.26
DayZ Explorer by KGB
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Класс ActionContinuousBaseCB
+ Граф наследования:ActionContinuousBaseCB:

Закрытые члены

bool CancelCondition ()
 
void SetInLoop (bool value)
 
override void InitActionComponent ()
 
override void EndActionComponent ()
 
void UserEndsAction ()
 
- Закрытые члены унаследованные от ActionBaseCB
void ActionBaseCB ()
 
int GetPossileStanceMask ()
 
override void OnAnimationEvent (int pEventID)
 
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 {
15 if ( m_ActionData.m_State == UA_INITIALIZE )
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:121
Definition EntityAI.c:95
const int UA_INITIALIZE
Definition constants.c:451
const int UA_PROCESSING
Definition constants.c:441
static const int STATE_LOOP_LOOP
Definition human.c:353
proto native int GetState()
returns one of STATE_...
Definition StaminaHandler.c:31
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(), ActionBaseCB::m_ActionData, m_callLoopEnd, m_inLoop, ActionBaseCB::m_Interrupted, STATE_LOOP_LOOP, STATE_LOOP_LOOP2, UA_INITIALIZE и UA_PROCESSING.

◆ EndActionComponent()

override void EndActionComponent ( )
inlineprivate
80 {
81 // TODO for second type animation SetCommand(DayZPlayerConstants.CMD_ACTIONINT_FINISH);
82 if ( m_ActionData.m_State == UA_FINISHED )
83 {
84 SetCommand(DayZPlayerConstants.CMD_ACTIONINT_END);
85 }
86 else if (m_ActionData.m_State == UA_CANCEL )
87 {
89 if(action.HasAlternativeInterrupt())
90 {
91 SetCommand(DayZPlayerConstants.CMD_ACTIONINT_FINISH);
92 }
93 else
94 {
95 SetCommand(DayZPlayerConstants.CMD_ACTIONINT_END);
96 }
97 m_Canceled = true;
98 return;
99 //Cancel();
100 }
101 else
102 {
103 m_Canceled = true;
104 SetCommand(DayZPlayerConstants.CMD_ACTIONINT_END);
105 return;
106 }
107 m_ActionData.m_State = UA_FINISHED;
108 }
void SetCommand(int command_uid)
Definition AnimatedActionBase.c:54
bool m_Canceled
Definition AnimatedActionBase.c:5
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
const int UA_FINISHED
Definition constants.c:443
const int UA_CANCEL
Definition constants.c:444

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

◆ InitActionComponent()

override void InitActionComponent ( )
inlineprivate
40 {
41 m_Interrupted = false;
42 m_Canceled = false;
43 m_inLoop = false;
44
46 if ( m_ActionData.m_ActionComponent )
47 {
48 m_ActionData.m_ActionComponent.Init(m_ActionData);
49 }
51 RegisterAnimationEvent("ActionExecStart", UA_IN_START);
52 RegisterAnimationEvent("ActionExecEnd", UA_IN_END);
55 m_SoundObject = m_ActionData.m_Action.PlayActionSound(m_ActionData.m_Player);
56 }
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
SoundOnVehicle m_SoundObject
Definition AnimatedActionBase.c:4
void CreateActionComponent()
Definition AnimatedActionBase.c:61
const int UA_IN_START
Definition constants.c:456
const int UA_ANIM_EVENT
Definition constants.c:450
const int UA_IN_END
Definition constants.c:457
proto native void EnableCancelCondition(bool pEnable)

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

◆ SetInLoop()

void SetInLoop ( bool value)
inlineprivate
35 {
37 }

Перекрестные ссылки m_inLoop.

◆ UserEndsAction()

void UserEndsAction ( )
inlineprivate
111 {
112 if ( m_ActionData.m_ActionComponent )
113 {
114 m_ActionData.m_State = m_ActionData.m_ActionComponent.Cancel(m_ActionData);
115 }
116 //EndActionComponent(); //already handled in 'AnimatedActionBase::Do' on cancel
117 }

Перекрестные ссылки ActionBaseCB::m_ActionData.

Поля

◆ m_callLoopEnd

bool m_callLoopEnd = false
private

Используется в CancelCondition().

◆ m_inLoop

bool m_inLoop = false
private

Используется в CancelCondition(), InitActionComponent() и SetInLoop().


Объявления и описания членов класса находятся в файле: