Dayz 1.25
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Класс CAContinuousTimeCooking
+ Граф наследования:CAContinuousTimeCooking:

Защищенные члены

void CAContinuousTimeCooking (float cooking_update_time)
 
override void Setup (ActionData action_data)
 
override int Execute (ActionData action_data)
 
override float GetProgress ()
 

Защищенные данные

float m_LocalTimeElpased
 
float m_TimeElapsed
 
float m_TimeElapsedRepeat
 
float m_TimeElapsedDamage
 
ref Param1< floatm_SpentUnits
 
float m_TimeToCook
 
float m_AdjustedTimeToCook
 
Cooking m_CookingProcess
 
Edible_Base m_ItemToCook
 
float m_CookingUpdateTime
 
float m_AdjustedCookingUpdateTime
 

Закрытые данные

const float TIME_DAMAGE_THRESHOLD = 5.0
 

Подробное описание

Конструктор(ы)

◆ CAContinuousTimeCooking()

void CAContinuousTimeCooking ( float cooking_update_time)
inlineprotected
19 {
21 }
float m_CookingUpdateTime
Definition CAContinuousTimeCooking.c:15
Definition EntityAI.c:95

Перекрестные ссылки m_CookingUpdateTime.

Методы

◆ Execute()

override int Execute ( ActionData action_data)
inlineprotected
52 {
53 if ( !action_data.m_Player )
54 {
55 return UA_ERROR;
56 }
57
59 float cooking_time = m_ItemToCook.GetFoodStage().GetCookingTime();
61 {
62 m_TimeElapsed += action_data.m_Player.GetDeltaT();
63 m_TimeElapsedRepeat += action_data.m_Player.GetDeltaT();
64
66 {
68
69 if (GetGame().IsServer())
70 {
72
74 {
77 }
78 }
79
80 if (cooking_state_update == 1)
81 {
83
84 if (GetGame().IsServer())
85 {
86 action_data.m_Player.GetSoftSkillsManager().AddSpecialty( m_Action.GetSpecialtyWeight());
87 }
88 else
89 {
90 if (m_ItemToCook.IsMeat() && m_ItemToCook.GetFoodStage().GetFoodStageType() == FoodStageType.BAKED)
91 {
92 GetGame().GetAnalyticsClient().OnActionCookedSteak();
93 }
94 }
95 }
96
98 }
99
100 return UA_PROCESSING;
101 }
102 else
103 {
104 if (m_SpentUnits)
105 {
108 }
110 return UA_FINISHED;
111 }
112 }
FoodStageType
Definition FoodStage.c:2
void SetACData(Param units)
Definition CABase.c:40
ActionBase m_Action
Definition CABase.c:3
void OnCompletePogress(ActionData action_data)
Definition CAContinuousBase.c:8
float m_TimeToCook
Definition CAContinuousTimeCooking.c:11
const float TIME_DAMAGE_THRESHOLD
Definition CAContinuousTimeCooking.c:3
float m_TimeElapsedRepeat
Definition CAContinuousTimeCooking.c:7
Edible_Base m_ItemToCook
Definition CAContinuousTimeCooking.c:14
float m_AdjustedCookingUpdateTime
Definition CAContinuousTimeCooking.c:16
float m_TimeElapsed
Definition CAContinuousTimeCooking.c:6
float m_TimeElapsedDamage
Definition CAContinuousTimeCooking.c:8
Cooking m_CookingProcess
Definition CAContinuousTimeCooking.c:13
ref Param1< float > m_SpentUnits
Definition CAContinuousTimeCooking.c:9
override void Setup(ActionData action_data)
Definition CAContinuousTimeCooking.c:23
FoodStage GetFoodStage()
Definition Edible_Base.c:234
override bool IsMeat()
Definition Edible_Base.c:240
Definition constants.c:615
proto native CGame GetGame()
const float FIRE_ATTACHMENT_DAMAGE_PER_SECOND
various damage per second constants
Definition constants.c:730
const int UA_FINISHED
Definition constants.c:436
const int UA_ERROR
Definition constants.c:455
const int UA_PROCESSING
Definition constants.c:434

Перекрестные ссылки GameConstants::FIRE_ATTACHMENT_DAMAGE_PER_SECOND, Edible_Base::GetFoodStage(), GetGame(), Edible_Base::IsMeat(), CABase::m_Action, m_AdjustedCookingUpdateTime, m_CookingProcess, m_CookingUpdateTime, m_ItemToCook, m_SpentUnits, m_TimeElapsed, m_TimeElapsedDamage, m_TimeElapsedRepeat, m_TimeToCook, CAContinuousBase::OnCompletePogress(), CABase::SetACData(), Setup(), TIME_DAMAGE_THRESHOLD, UA_ERROR, UA_FINISHED и UA_PROCESSING.

◆ GetProgress()

override float GetProgress ( )
inlineprotected
115 {
116 if (m_AdjustedTimeToCook != 0)
117 {
119 }
120
121 return 1;
122 }
float m_AdjustedTimeToCook
Definition CAContinuousTimeCooking.c:12

Перекрестные ссылки m_AdjustedTimeToCook и m_TimeElapsed.

◆ Setup()

override void Setup ( ActionData action_data)
inlineprotected
24 {
27
28 if (!m_SpentUnits)
29 {
31 }
32 else
33 {
34 m_SpentUnits.param1 = 0;
35 }
36
37 //fireplace & cooking process
38 FireplaceBase fireplace = FireplaceBase.Cast(action_data.m_Target.GetObject());
39 m_CookingProcess = fireplace.GetCookingProcess();
40 m_ItemToCook = m_CookingProcess.GetFoodOnStick(action_data.m_MainItem);
42
43 //update elapsed time
44 m_TimeElapsed = m_ItemToCook.GetFoodStage().GetCookingTime();
45
46 //SoftSkill implementation to hasten Cooking
47 m_AdjustedCookingUpdateTime = action_data.m_Player.GetSoftSkillsManager().SubtractSpecialtyBonus(m_CookingUpdateTime, m_Action.GetSpecialtyWeight(), true);
48 m_AdjustedTimeToCook = action_data.m_Player.GetSoftSkillsManager().SubtractSpecialtyBonus(m_TimeToCook, m_Action.GetSpecialtyWeight(), true);
49 }
CookingMethodType
Definition Cooking.c:2
Definition BarrelHoles_ColorBase.c:2

Перекрестные ссылки Edible_Base::GetFoodStage(), CABase::m_Action, m_AdjustedCookingUpdateTime, m_AdjustedTimeToCook, m_CookingProcess, m_CookingUpdateTime, m_ItemToCook, m_SpentUnits, m_TimeElapsed, m_TimeElapsedDamage, m_TimeElapsedRepeat и m_TimeToCook.

Используется в Execute().

Поля

◆ m_AdjustedCookingUpdateTime

float m_AdjustedCookingUpdateTime
protected

Используется в Execute() и Setup().

◆ m_AdjustedTimeToCook

float m_AdjustedTimeToCook
protected

Используется в GetProgress() и Setup().

◆ m_CookingProcess

Cooking m_CookingProcess
protected

Используется в Execute() и Setup().

◆ m_CookingUpdateTime

float m_CookingUpdateTime
protected

Используется в CAContinuousTimeCooking(), Execute() и Setup().

◆ m_ItemToCook

Edible_Base m_ItemToCook
protected

Используется в Execute() и Setup().

◆ m_LocalTimeElpased

float m_LocalTimeElpased
protected

◆ m_SpentUnits

ref Param1<float> m_SpentUnits
protected

Используется в Execute() и Setup().

◆ m_TimeElapsed

float m_TimeElapsed
protected

Используется в Execute(), GetProgress() и Setup().

◆ m_TimeElapsedDamage

float m_TimeElapsedDamage
protected

Используется в Execute() и Setup().

◆ m_TimeElapsedRepeat

float m_TimeElapsedRepeat
protected

Используется в Execute() и Setup().

◆ m_TimeToCook

float m_TimeToCook
protected

Используется в Execute() и Setup().

◆ TIME_DAMAGE_THRESHOLD

const float TIME_DAMAGE_THRESHOLD = 5.0
private

Используется в Execute().


Объявления и описания членов класса находятся в файле: