DayZ 1.26
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Класс ActionFishingNewCB
+ Граф наследования:ActionFishingNewCB:

Закрытые члены

override void CreateActionComponent ()
 
override void InitActionComponent ()
 
override void EndActionComponent ()
 
override void OnStateChange (int pOldState, int pCurrentState)
 
void ToggleFishBiting ()
 
void DestroySplashEffectSynced ()
 Destroys the effecter, but lets the rest of the particle play out.
 
void HandleFishingResultSuccess ()
 
void HandleFishingResultFailure ()
 

Закрытые данные

FishingActionData m_ActionDataFishing
 
ref array< stringm_JunkTypes = {}
 

Подробное описание

Методы

◆ CreateActionComponent()

override void CreateActionComponent ( )
inlineprivate
74 {
78 {
79 cycleTime = m_ActionDataFishing.m_ContextData.GetActionCycleTime();
80 }
81 m_ActionData.m_ActionComponent = new CAContinuousRepeatFishing(cycleTime);
82 }
ActionData m_ActionData
Definition AnimatedActionBase.c:3
FishingActionData m_ActionDataFishing
Definition ActionFishingNew.c:71
Definition CAContinuousRepeatFishing.c:2
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition EntityAI.c:95
Definition ActionConstants.c:174
const float CYCLE_LENGTH_BASE
Definition ActionConstants.c:175
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange

Перекрестные ссылки Class::CastTo(), UAFishingConstants::CYCLE_LENGTH_BASE, EnableStateChangeCallback(), ActionBaseCB::m_ActionData и m_ActionDataFishing.

◆ DestroySplashEffectSynced()

void DestroySplashEffectSynced ( )
inlineprivate

Destroys the effecter, but lets the rest of the particle play out.

143 {
144 if (GetGame().IsServer() && m_ActionDataFishing.m_SplashUniqueID >= 0)
145 {
147 m_ActionDataFishing.m_SplashUniqueID = -1;
148 }
149 }
Manager class for managing Effect (EffectParticle, EffectSound)
Definition EffectManager.c:6
static void DestroyEffecterParticleServer(int effecterID)
Definition EffectManager.c:630
proto native CGame GetGame()

Перекрестные ссылки SEffectManager::DestroyEffecterParticleServer(), GetGame() и m_ActionDataFishing.

Используется в EndActionComponent().

◆ EndActionComponent()

override void EndActionComponent ( )
inlineprivate
93 {
94 bool animateRod = false;
95 if (m_ActionDataFishing.m_State == UA_CANCEL)
96 m_Canceled = true;
97
98 if (m_ActionDataFishing.m_State == UA_FINISHED)
99 {
100 if (m_ActionDataFishing.m_FishingResult == 1)
101 {
102 SetCommand(DayZPlayerConstants.CMD_ACTIONINT_END);
103 }
104 else
105 {
106 SetCommand(DayZPlayerConstants.CMD_ACTIONINT_FINISH);
107 animateRod = true;
108 }
109 }
110 else
111 {
112 SetCommand(DayZPlayerConstants.CMD_ACTIONINT_INTERRUPT);
113 animateRod = true;
114 }
115
117 if (animateRod)
118 {
119 m_ActionDataFishing.AnimateRod(false,m_Canceled);
120 }
121
123 }
void SetCommand(int command_uid)
Definition AnimatedActionBase.c:54
bool m_Canceled
Definition AnimatedActionBase.c:5
void DestroySplashEffectSynced()
Destroys the effecter, but lets the rest of the particle play out.
Definition ActionFishingNew.c:142
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 DestroySplashEffectSynced(), m_ActionDataFishing, ActionBaseCB::m_Canceled, ActionBaseCB::SetCommand(), UA_CANCEL и UA_FINISHED.

◆ HandleFishingResultFailure()

void HandleFishingResultFailure ( )
private

◆ HandleFishingResultSuccess()

void HandleFishingResultSuccess ( )
private

◆ InitActionComponent()

override void InitActionComponent ( )
inlineprivate
85 {
86 super.InitActionComponent();
87
90 }
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
const int EVENT_ANIMATE_ROD_CLOSE
Definition ActionConstants.c:190
const int EVENT_SPLASH_SIGNAL
Definition ActionConstants.c:189

Перекрестные ссылки UAFishingConstants::EVENT_ANIMATE_ROD_CLOSE, UAFishingConstants::EVENT_SPLASH_SIGNAL и RegisterAnimationEvent().

◆ OnStateChange()

override void OnStateChange ( int pOldState,
int pCurrentState )
inlineprivate
126 {
127 super.OnStateChange(pOldState,pCurrentState);
128
130 {
131 m_ActionDataFishing.AnimateRod(true);
132 }
133 }
static const int STATE_NONE
undef state - not running anymore
Definition human.c:349
static const int STATE_LOOP_IN
looped state
Definition human.c:352

Перекрестные ссылки m_ActionDataFishing, STATE_LOOP_IN и STATE_NONE.

◆ ToggleFishBiting()

void ToggleFishBiting ( )
inlineprivate
136 {
138 SetCommand(DayZPlayerConstants.CMD_ACTIONINT_ACTIONLOOP);
139 }
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

Перекрестные ссылки GetState(), ActionBaseCB::SetCommand(), STATE_LOOP_LOOP и STATE_LOOP_LOOP2.

Поля

◆ m_ActionDataFishing

FishingActionData m_ActionDataFishing
private

◆ m_JunkTypes

ref array<string> m_JunkTypes = {}
private
152{};

Объявления и описания членов класса находятся в файле: