Dayz 1.25
Dayz Code Explorer by KGB
Загрузка...
Поиск...
Не найдено
Класс ToggleLightsActionInput
+ Граф наследования:ToggleLightsActionInput:

Закрытые члены

void ToggleLightsActionInput (PlayerBase player)
 
override void UpdatePossibleActions (PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
 
override ActionBase GetAction ()
 

Закрытые данные

ref ActionTarget target_new
 

Подробное описание

Конструктор(ы)

◆ ToggleLightsActionInput()

void ToggleLightsActionInput ( PlayerBase player)
inlineprivate
751 {
752 SetInput("UAToggleHeadlight");
753 m_InputType = ActionInputType.AIT_SINGLE;
754 m_Priority = 100;
755 }
void SetInput(ActionInput ai)
Definition ActionBase.c:208
ActionInputType
Definition ActionInput.c:2
int m_Priority
Definition BiosLobbyService.c:34

Перекрестные ссылки m_Priority и SetInput().

Методы

◆ GetAction()

override ActionBase GetAction ( )
inlineprivate
830 {
831 return m_SelectAction;
832 }
NoIndicationActionInputBase m_SelectAction

Перекрестные ссылки m_SelectAction.

◆ UpdatePossibleActions()

override void UpdatePossibleActions ( PlayerBase player,
ActionTarget target,
ItemBase item,
int action_condition_mask )
inlineprivate
758 {
759 if( ForceActionCheck(player) )
760 {
761 m_SelectAction = m_ForcedActionData.m_Action;
762 return;
763 }
764 //ForceActionTarget(player.m_PlayerLightManager.
765
768 ActionBase action;
769 int i;
770
772 if ( player && !player.IsInVehicle() )
773 {
774 Clothing headgear = Clothing.Cast(player.FindAttachmentBySlotName("Headgear"));
775 Clothing eyewear = Clothing.Cast(player.FindAttachmentBySlotName("Eyewear"));
776 //TODO - extend this to allow for a switchable control over all possible light sources (depth 0 or 1 only?)
777
778 if ( headgear && headgear.GetLightSourceItem() )
779 {
781 ForceActionTarget(target_new);
782 }
783 else if ( eyewear && eyewear.GetLightSourceItem() )
784 {
786 ForceActionTarget(target_new);
787 }
788 else
789 ClearForcedTarget();
790 }
791 else if ( player && player.IsInVehicle() )
792 {
793 HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
794 if( vehCommand )
795 {
796 Transport trans = vehCommand.GetTransport();
797 if( trans )
798 {
799 target_new = new ActionTarget(trans, null, -1, vector.Zero, -1);
800 ForceActionTarget(target_new);
801 }
802 }
803
804 if ( !target_new )
805 ClearForcedTarget();
806 }
807
808 target = m_ForcedTarget;
809 m_Target = m_ForcedTarget;
810
811 if(target && target.GetObject())
812 {
813 target.GetObject().GetActions(this.Type(), possible_actions);
815 {
816 for (i = 0; i < possible_actions.Count(); i++)
817 {
818 action = ActionBase.Cast(possible_actions.Get(i));
820 {
822 return;
823 }
824 }
825 }
826 }
827 }
enum ActionConditionMask m_MainItem
ref ActionTarget m_Target
Definition ActionInput.c:15
class ActionTargets ActionTarget
string Type
Definition JsonDataContaminatedArea.c:11
Definition Armband_ColorBase.c:2
Definition human.c:690
Definition EntityAI.c:95
ref ActionTarget target_new
Definition ActionInput.c:748
Base native class for all motorized wheeled vehicles.
Definition Car.c:80
Definition EnConvert.c:106
static const vector Zero
Definition EnConvert.c:110

Перекрестные ссылки ActionTarget, m_MainItem, m_SelectAction, m_Target, target_new, Type и vector::Zero.

Поля

◆ target_new

ref ActionTarget target_new
private

Используется в UpdatePossibleActions().


Объявления и описания членов класса находятся в файле: