Dayz 1.25
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Класс ActionUnfoldMapCB
+ Граф наследования:ActionUnfoldMapCB:

Закрытые члены

void ActionUnfoldMapCB ()
 
void ~ActionUnfoldMapCB ()
 
override void SetActionData (ActionData action_data)
 
bool CancelCondition ()
 
override void OnStateChange (int pOldState, int pCurrentState)
 
override void OnAnimationEvent (int pEventID)
 
override void OnFinish (bool pCanceled)
 
void PerformMapChange ()
 
bool StateCheck ()
 
- 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_MapFolding
 
bool m_HasReceivedEvent
 
bool m_CancelCondition
 
int m_InitMovementState
 
int m_FinalMovementState
 
- Закрытые данные унаследованные от ActionBaseCB
ActionData m_ActionData
 
SoundOnVehicle m_SoundObject
 
bool m_Canceled
 
bool m_Interrupted
 

Подробное описание

Конструктор(ы)

◆ ActionUnfoldMapCB()

void ActionUnfoldMapCB ( )
inlineprivate
10 {
14 }
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
const int UA_ANIM_EVENT
Definition constants.c:443
proto native void EnableCancelCondition(bool pEnable)
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange

Перекрестные ссылки EnableCancelCondition(), EnableStateChangeCallback(), RegisterAnimationEvent() и UA_ANIM_EVENT.

◆ ~ActionUnfoldMapCB()

void ~ActionUnfoldMapCB ( )
inlineprivate
17 {
18 if (GetGame() && GetGame().GetMission())
19 {
21 {
22 GetGame().GetMission().RemoveActiveInputExcludes({"map"}, false);
23 }
24 else
25 {
26 GetGame().GetMission().RemoveActiveInputExcludes({"loopedactions"}, false);
27 }
28 GetGame().GetMission().RemoveActiveInputRestriction(EInputRestrictors.MAP);
29 }
30
32 return;
33
34 ItemMap chernomap = ItemMap.Cast(m_ActionData.m_Player.GetItemInHands());
35 if (chernomap && m_ActionData.m_Player.IsMapOpen())
36 {
37 chernomap.SetMapStateOpen(false, m_ActionData.m_Player);
38 }
39 }
ActionData m_ActionData
Definition AnimatedActionBase.c:3
PlayerBase m_Player
Definition ActionBase.c:33
Definition CfgGameplayHandler.c:2
static bool GetUse3DMap()
Definition CfgGameplayHandler.c:377
Definition ChernarusMap_Open.c:2
Definition EntityAI.c:95
proto native CGame GetGame()

Перекрестные ссылки GetGame(), CfgGameplayHandler::GetUse3DMap(), ActionBaseCB::m_ActionData и ActionData::m_Player.

Методы

◆ CancelCondition()

bool CancelCondition ( )
inlineprivate
48 {
49 return m_CancelCondition;
50 }
bool m_CancelCondition
Definition ActionUnfoldMap.c:5

Перекрестные ссылки m_CancelCondition.

◆ OnAnimationEvent()

override void OnAnimationEvent ( int pEventID)
inlineprivate
64 {
66 return;
67
68 switch (pEventID)
69 {
70 case UA_ANIM_EVENT:
71 m_HasReceivedEvent = true;
72 m_FinalMovementState = m_ActionData.m_Player.m_MovementState.m_iStanceIdx;
73
74 if (StateCheck())
75 {
77 m_CancelCondition = false;
78 }
79 else
80 {
81 m_CancelCondition = true;
82 }
83 break;
84 }
85 }
bool m_HasReceivedEvent
Definition ActionUnfoldMap.c:4
bool StateCheck()
Definition ActionUnfoldMap.c:166
void PerformMapChange()
Definition ActionUnfoldMap.c:116
int m_FinalMovementState
Definition ActionUnfoldMap.c:7

Перекрестные ссылки ActionBaseCB::m_ActionData, m_CancelCondition, m_FinalMovementState, m_HasReceivedEvent, ActionData::m_Player, PerformMapChange(), StateCheck() и UA_ANIM_EVENT.

◆ OnFinish()

override void OnFinish ( bool pCanceled)
inlineprivate
88 {
90 {
93
94 if ((!GetGame().IsDedicatedServer()) && GetGame().GetUIManager() && GetGame().GetUIManager().IsMenuOpen(MENU_MAP))
95 {
96 GetGame().GetUIManager().FindMenu(MENU_MAP).Close();
97 }
98
102
103 m_ActionData.m_Player.SetMapClosingSyncSet(false); //reset
104
105 ItemMap chernomap = ItemMap.Cast(m_ActionData.m_Player.GetItemInHands());
106 if (chernomap && m_ActionData.m_Player.IsMapOpen())
107 {
108 chernomap.SetMapStateOpen(false, m_ActionData.m_Player);
109 }
110
111 if (action)
112 action.End(m_ActionData);
113 }
114 }
ActionUnfoldMapCB ActionBaseCB ActionUnfoldMap()
Definition ActionUnfoldMap.c:174
ref ActionBase m_Action
Definition ActionBase.c:27
ref CABase m_ActionComponent
Definition ActionBase.c:30
int m_State
Definition ActionBase.c:31
int m_InitMovementState
Definition ActionUnfoldMap.c:6
const int MENU_MAP
Definition constants.c:181

Перекрестные ссылки ActionUnfoldMap(), GetGame(), ActionData::m_Action, ActionData::m_ActionComponent, ActionBaseCB::m_ActionData, m_FinalMovementState, m_InitMovementState, ActionData::m_Player, ActionData::m_State и MENU_MAP.

◆ OnStateChange()

override void OnStateChange ( int pOldState,
int pCurrentState )
inlineprivate
53 {
55 return;
56
58 {
59 m_CancelCondition = true;
60 }
61 }
static const int STATE_LOOP_IN
looped state
Definition human.c:352
static const int STATE_LOOP_LOOP
Definition human.c:353

Перекрестные ссылки ActionBaseCB::m_ActionData, m_CancelCondition, m_HasReceivedEvent, ActionData::m_Player, STATE_LOOP_IN и STATE_LOOP_LOOP.

◆ PerformMapChange()

void PerformMapChange ( )
inlineprivate
117 {
118 if (m_ActionData.m_Player.IsSwimming() || m_ActionData.m_Player.IsClimbing() || m_ActionData.m_Player.IsFalling() || m_ActionData.m_Player.IsClimbingLadder() || m_ActionData.m_Player.IsUnconscious() || m_ActionData.m_Player.IsRestrained())
119 return;
120
121 ItemMap chernomap = ItemMap.Cast(m_ActionData.m_Player.GetItemInHands());
122 if (chernomap)
123 {
124 if (!m_ActionData.m_Player.IsMapOpen() && !m_MapFolding)
125 {
126 if (m_CancelCondition) //do not open when cancelling in progress
127 return;
128
129 chernomap.SetMapStateOpen(true, m_ActionData.m_Player);
130
131 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
132 {
133 //chernomap.SyncMapMarkers();
134 }
135
136 if (!GetGame().IsDedicatedServer())
137 {
138 UIManager m_UIManager;
140 m_UIManager = GetGame().GetUIManager();
141 m_UIManager.CloseAll();
143 {
144 mapMenu = m_UIManager.EnterScriptedMenu(MENU_MAP, null);
145 mapMenu.InitMapItem(chernomap);
146 mapMenu.LoadMapMarkers();
147 GetGame().GetMission().AddActiveInputExcludes({"map"});
148 }
149 else
150 {
151 GetGame().GetMission().AddActiveInputExcludes({"loopedactions"});
152 }
153
154 GetGame().GetMission().AddActiveInputRestriction(EInputRestrictors.MAP);
155 }
156 }
157 else if (m_ActionData.m_Player.IsMapOpen())
158 {
159 chernomap.SetMapStateOpen(false, m_ActionData.m_Player);
160 m_MapFolding = true;
161 m_ActionData.m_Player.SetMapOpen(false);
162 }
163 }
164 }
bool m_MapFolding
Definition ActionUnfoldMap.c:3
Definition UIManager.c:2
proto native UIScriptedMenu EnterScriptedMenu(int id, UIMenuPanel parent)
Create & open menu with specific id (see MenuID) and set its parent.
bool CloseAll()
Close all opened menus.
Definition UIManager.c:76
Definition DayZGame.c:64

Перекрестные ссылки UIManager::CloseAll(), UIManager::EnterScriptedMenu(), GetGame(), CfgGameplayHandler::GetUse3DMap(), ActionBaseCB::m_ActionData, m_CancelCondition, m_MapFolding, ActionData::m_Player и MENU_MAP.

Используется в OnAnimationEvent().

◆ SetActionData()

override void SetActionData ( ActionData action_data)
inlineprivate
42 {
44 m_InitMovementState = m_ActionData.m_Player.m_MovementState.m_iStanceIdx;
45 }

Перекрестные ссылки ActionBaseCB::m_ActionData, m_InitMovementState и ActionData::m_Player.

◆ StateCheck()

bool StateCheck ( )
inlineprivate
167 {
169 }

Перекрестные ссылки m_FinalMovementState и m_InitMovementState.

Используется в OnAnimationEvent().

Поля

◆ m_CancelCondition

bool m_CancelCondition
private

◆ m_FinalMovementState

int m_FinalMovementState
private

Используется в OnAnimationEvent(), OnFinish() и StateCheck().

◆ m_HasReceivedEvent

bool m_HasReceivedEvent
private

Используется в OnAnimationEvent() и OnStateChange().

◆ m_InitMovementState

int m_InitMovementState
private

Используется в OnFinish(), SetActionData() и StateCheck().

◆ m_MapFolding

bool m_MapFolding
private

Используется в PerformMapChange().


Объявления и описания членов класса находятся в файле: