Dayz 1.25
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Файл ActionInput.c

См. исходные тексты.

Структуры данных

class  ActionInput
 
class  ContinuousInteractActionInput
 
class  InteractActionInput
 
class  NoIndicationActionInputBase
 
class  DefaultActionInput
 
class  DropActionInput
 
class  CarHornShortActionInput
 
class  ToggleLightsActionInput
 
class  ToggleNVGActionInput
 
class  ContinuousWeaponManipulationActionInput
 
class  WeaponManipulationActionInput
 
class  ExternalControlledActionInput
 
class  InventoryOnlyActionInput
 
class  QuickaBarActionInput
 

Перечисления

enum  ActionInputType {
  AIT_CONTINUOUS , AIT_SINGLE , AIT_DOUBLECLICK , AIT_HOLDSINGLE ,
  AIT_CLICKCONTINUOUS , AIT_NOINPUTCONTROL , AIT_INVENTORYINPUT
}
 

Функции

void StandardActionInput (PlayerBase player)
 
override void ForceAction (ActionBase action, ActionTarget target, ItemBase item)
 
void _GetSelectedActions (Object action_source_object, out array< ActionBase > select_actions_all, out bool has_any_action_target)
 
override void UpdatePossibleActions (PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
 
override array< ActionBaseGetPossibleActions ()
 
override int GetPossibleActionsCount ()
 
override bool HasTarget ()
 
override int GetPossibleActionIndex ()
 
override ActionBase GetAction ()
 
override void ActionsSelectReset ()
 
override void SelectNextAction ()
 
override void SelectPrevAction ()
 
void ContinuousDefaultActionInput (PlayerBase player)
 
override ActionBase GetPossibleAction ()
 
CarHornShortActionInput ContinuousDefaultActionInput CarHornLongActionInput (PlayerBase player)
 
void CarHornShortActionInput (PlayerBase player)
 

Переменные

enum ActionInputType m_Action
 
ref ActionTarget m_Target
 
ItemBase m_Item
 
ActionInput m_SelectActions
 
int m_selectedActionIndex
 
NoIndicationActionInputBase m_SelectAction
 
ref ActionTarget targetNew
 
ToggleLightsActionInput CarHornLongActionInput
 

Перечисления

◆ ActionInputType

Элементы перечислений
AIT_CONTINUOUS 
AIT_SINGLE 
AIT_DOUBLECLICK 
AIT_HOLDSINGLE 
AIT_CLICKCONTINUOUS 
AIT_NOINPUTCONTROL 
AIT_INVENTORYINPUT 
2{
3 AIT_CONTINUOUS, //React to hold input and release after it
4 AIT_SINGLE, //React to click input - single use actions
5 AIT_DOUBLECLICK, //React to double click input - single use actions
6 AIT_HOLDSINGLE, //React to hold input - single use actions
7 AIT_CLICKCONTINUOUS, //React to click input for start and click for end
9 AIT_INVENTORYINPUT, //Inventory specific actions
10}
@ AIT_SINGLE
Definition ActionInput.c:4
@ AIT_CONTINUOUS
Definition ActionInput.c:3
@ AIT_DOUBLECLICK
Definition ActionInput.c:5
@ AIT_INVENTORYINPUT
Definition ActionInput.c:9
@ AIT_HOLDSINGLE
Definition ActionInput.c:6
@ AIT_NOINPUTCONTROL
Definition ActionInput.c:8
@ AIT_CLICKCONTINUOUS
Definition ActionInput.c:7

Функции

◆ _GetSelectedActions()

void _GetSelectedActions ( Object action_source_object,
out array< ActionBase > select_actions_all,
out bool has_any_action_target )
309 {
311 return;
312
315 action_source_object.GetActions(this.Type(), possible_actions);
316 ActionBase action;
317
319 {
320 for (int i = 0; i < possible_actions.Count(); i++)
321 {
322 action = ActionBase.Cast(possible_actions.Get(i));
323
324 if ( action.HasVariants() )
325 {
326 action.UpdateVariants( m_MainItem, m_Target.GetObject(), m_Target.GetComponentIndex() );
327 action.GetVariants( variant_actions);
328 for (int j = 0; j < variant_actions.Count(); j++)
329 {
332 {
334 if (action.HasTarget())
336 }
337 }
338 }
339 else
340 {
342 {
344 if (action.HasTarget())
346 }
347 }
348 }
349 }
350 }
int m_ConditionMask
Definition ActionBase.c:60
enum ActionConditionMask m_MainItem
ref ActionTarget m_Target
Definition ActionInput.c:15
DayZPlayer m_Player
Definition Hand_Events.c:42
string Type
Definition JsonDataContaminatedArea.c:11
Definition EntityAI.c:95

Перекрестные ссылки m_ConditionMask, m_MainItem, m_Player, m_Target и Type.

Используется в UpdatePossibleActions().

◆ ActionsSelectReset()

override void ActionsSelectReset ( )
490 {
491 m_SelectActions.Clear();
493 }
int m_selectedActionIndex
Definition ActionInput.c:293
ActionInput m_SelectActions

Перекрестные ссылки m_SelectActions и m_selectedActionIndex.

◆ CarHornLongActionInput()

736 {
737 SetInput("UACarHorn");
738 m_InputType = ActionInputType.AIT_CONTINUOUS;
739 m_Priority = 101;
740 m_DetectFromItem = false;
741 m_DetectFromTarget = false;
742 m_DetectFromPlayer = false;
743 }
void SetInput(ActionInput ai)
Definition ActionBase.c:208
ActionInputType
Definition ActionInput.c:2
int m_Priority
Definition BiosLobbyService.c:34

Перекрестные ссылки m_SelectAction.

◆ CarHornShortActionInput()

void CarHornShortActionInput ( PlayerBase player)
Definition ActionInput.c:631

Используется в GetInputType().

◆ ContinuousDefaultActionInput()

void ContinuousDefaultActionInput ( PlayerBase player)
607 {
608 SetInput("UADefaultAction");
609 m_InputType = ActionInputType.AIT_CONTINUOUS;
610 m_Priority = 20;
611 m_DetectFromTarget = false;
612 m_DetectFromItem = true;
613 m_DetectFromPlayer = true;
614
616 }
NoIndicationActionInputBase m_SelectAction

Перекрестные ссылки m_Priority, m_SelectAction и SetInput().

Используется в ActionContinuousBase::GetInputType() и FirearmActionLoadMultiBullet::GetInputType().

◆ ForceAction()

override void ForceAction ( ActionBase action,
ActionTarget target,
ItemBase item )
302 {
303 super.ForceAction(action, target, item);
304
306 }

Перекрестные ссылки m_selectedActionIndex.

◆ GetAction()

◆ GetPossibleAction()

override ActionBase GetPossibleAction ( )
619 {
620 return m_SelectAction;
621 }

Перекрестные ссылки m_SelectAction.

◆ GetPossibleActionIndex()

override int GetPossibleActionIndex ( )
478 {
480 }

Перекрестные ссылки m_selectedActionIndex.

◆ GetPossibleActions()

override array< ActionBase > GetPossibleActions ( )
463 {
464 return m_SelectActions;
465 }

Перекрестные ссылки m_SelectActions.

◆ GetPossibleActionsCount()

override int GetPossibleActionsCount ( )

◆ HasTarget()

override bool HasTarget ( )
473 {
474 return m_HasTarget;
475 }

◆ SelectNextAction()

override void SelectNextAction ( )
496 {
497 if(m_SelectActions.Count())
498 {
501 {
503 }
504 }
505 }

Перекрестные ссылки m_SelectActions и m_selectedActionIndex.

◆ SelectPrevAction()

override void SelectPrevAction ( )
508 {
509 if(m_SelectActions.Count())
510 {
512 if(0 > m_selectedActionIndex )
513 {
515 }
516 }
517 }

Перекрестные ссылки m_SelectActions и m_selectedActionIndex.

◆ StandardActionInput()

void StandardActionInput ( PlayerBase player)
296 {
299 }

Перекрестные ссылки m_SelectActions и m_selectedActionIndex.

◆ UpdatePossibleActions()

override void UpdatePossibleActions ( PlayerBase player,
ActionTarget target,
ItemBase item,
int action_condition_mask )
353 {
354 if ( ForceActionCheck(player))
355 {
356 m_SelectActions.Clear();
357 m_SelectActions.Insert(m_ForcedActionData.m_Action);
358 return;
359 }
360
361 if(m_ForcedTarget)
362 {
363 target = m_ForcedTarget;
364 }
365
367 int i, last_index;
368 bool change = false;
369 m_HasTarget = false;
370
374
375
376 if( m_DetectFromItem )
377 {
379 }
380
381
382 if( m_DetectFromTarget )
383 {
384 _GetSelectedActions( target.GetObject(), select_actions_all, m_HasTarget);
385 _GetSelectedActions( target.GetParent(), select_actions_all, m_HasTarget);
386 }
387
388 if( m_DetectFromPlayer )
389 {
391 }
392
393 if ( select_actions_all.Count() )
394 {
395 last_index = 0;
396 for ( i = 0; i < select_actions_all.Count(); i++ )
397 {
398 ActionBase action = select_actions_all[i];
399 if ( m_HasTarget )
400 {
401 if ( action.HasTarget() )
402 {
403 if ( m_SelectActions.Count() > last_index )
404 {
406 {
407 change = true;
409 }
410 }
411 else
412 {
413 change = true;
414 m_SelectActions.Insert(action);
415 }
416 action.OnActionInfoUpdate(player, target, item);
417 last_index++;
418 }
419 }
420 else
421 {
422 if ( m_SelectActions.Count() > last_index )
423 {
425 {
426 change = true;
428 }
429 }
430 else
431 {
432 change = true;
433 m_SelectActions.Insert(action);
434 }
435 action.OnActionInfoUpdate(player, target, item);
436 last_index++;
437 }
438 }
439 }
440 else
441 {
443 m_SelectActions.Clear();
444 }
445
446 if (m_SelectActions.Count() > last_index)
447 {
448 change = true;
449 for (i = last_index; i < m_SelectActions.Count(); i++)
450 {
452 }
453 }
454
455 if ( change )
456 {
458 m_Player.GetActionManager().SelectFirstActionCategory();
459 }
460 }
void _GetSelectedActions(Object action_source_object, out array< ActionBase > select_actions_all, out bool has_any_action_target)
Definition ActionInput.c:308

Перекрестные ссылки _GetSelectedActions(), m_ConditionMask, m_MainItem, m_Player, m_SelectActions, m_selectedActionIndex и m_Target.

Переменные

◆ CarHornLongActionInput

ToggleLightsActionInput CarHornLongActionInput

Используется в ActionCarHornLong::GetInputType().

◆ m_Action

◆ m_Item

◆ m_SelectAction

◆ m_SelectActions

◆ m_selectedActionIndex

◆ m_Target

◆ targetNew

ref ActionTarget targetNew