DayZ 1.26
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Класс EffectBoatWaterBase
+ Граф наследования:EffectBoatWaterBase:

Защищенные члены

override void AttachTo (Object obj, vector local_pos="0 0 0", vector local_ori="0 0 0", bool force_rotation_to_world=false)
 
void SetParticleState (int state)
 
void EnableEmitor (Particle ptc, int id, bool enable)
 
void UpdateSpeedState (Particle ptc, float speed)
 
void Update ()
 
void UpdatePosToSeaLevel (float surfaceOffset=0)
 

Защищенные данные

int m_EmitorCount
 
int m_SpeedSlow
 
int m_SpeedMedium
 
int m_SpeedFast
 
EBoatSpeed m_SpeedState
 
BoatScript m_Boat
 
vector m_MemPointPos
 

Дополнительные унаследованные члены

- Закрытые члены унаследованные от EffectParticle
override EffectType GetEffectType ()
 Get what type of effect the Effect is.
 
override bool IsParticle ()
 Check whether the Effect is EffectParticle without casting.
 
void SetParticle (Particle p)
 Sets the main particle which this Effect will manage.
 
Particle GetParticle ()
 Gets the main particle which this Effect is managing.
 
override void Start ()
 Plays all elements this effect consists of.
 
override void Stop ()
 Stops all elements this effect consists of.
 
void AttachTo (Object obj, vector local_pos="0 0 0", vector local_ori="0 0 0", bool force_rotation_to_world=false)
 Read Particle.AddAsChild.
 
void ReAttach ()
 Helper method to attach to parent using stored settings.
 
void AddAsChild (Object obj, vector local_pos, vector local_ori, bool force_rotation_to_world)
 Helper method to attach to parent.
 
void Event_OnPlayStart ()
 Event which just simply exists (DEPRECATED)
 
void Event_OnPlayStarted ()
 Event which just simply exists (DEPRECATED)
 
void SetParticleID (int id)
 Sets the id of the particle to be used.
 
int GetParticleID ()
 Gets the id of the particle to be used.
 
void SetCurrentParticleID (int id)
 Sets the id of the particle to be used.
 
int GetCurrentParticleID ()
 Gets the current id of the managed Particle.
 
override void SetCurrentParent (Object parent_obj, bool updateCached=true)
 Set current parent of the managed Particle.
 
override Object GetCurrentParent ()
 Get the current parent of the managed Particle.
 
override void SetCurrentPosition (vector pos, bool updateCached=true)
 Set the current world position of the managed Particle.
 
override vector GetCurrentPosition ()
 Get the current world position of the managed Particle.
 
override void SetCurrentLocalPosition (vector pos, bool updateCached=true)
 Set the current local position of the managed Particle.
 
override vector GetCurrentLocalPosition ()
 Get the current local position of the managed Particle.
 
void SetOrientation (vector ori)
 Set orientation of the EffectParticle.
 
vector GetOrientation ()
 Get the orientation of the EffectParticle.
 
void SetCurrentOrientation (vector ori, bool updateCached=true)
 Set the current orientation of the managed Particle.
 
vector GetCurrentOrientation ()
 Get the current orientation of the managed Particle.
 
void ForceParticleRotationRelativeToWorld (bool state)
 Set orientation setting to be used by the effect when the Effect starts.
 
bool IsParticleRotationRelativeToWorld ()
 Get the orientation setting to be used by the effect when the Effect starts.
 
bool IsParticleCurrentRotationRelativeToWorld ()
 Get the current orientation setting to be used by the managed Particle.
 
void EffectParticle ()
 ctor
 
void ~EffectParticle ()
 dtor
 
override void InitEffect ()
 init
 
override string GetDebugName ()
 Override when getting debug information.
 
override void ValidateStart ()
 Validation whether an effect truly started playing or if the Effect should stop as none is present.
 
void CheckLifeSpan ()
 Was never called and probably should never be called.
 
void SetDecalOwner (Object o)
 
- Закрытые данные унаследованные от EffectParticle
Particle m_ParticleObj
 The main Particle effect that this Effect wrapper manages.
 
int m_ParticleID
 The ID in the ParticleList to create Particle from.
 
vector m_Orientation
 Orientation set by SetOrientation.
 
bool m_ForceRotationRelativeToWorld
 Orientation setting to be used by the effect when the Effect starts.
 
vector m_ParticleOrientation
 
Object m_Object
 

Подробное описание

Методы

◆ AttachTo()

override void AttachTo ( Object obj,
vector local_pos = "0 0 0",
vector local_ori = "0 0 0",
bool force_rotation_to_world = false )
inlineprotected
283 {
284 m_Boat = BoatScript.Cast(obj);
287 }
Definition BoatScript.c:27
vector m_MemPointPos
Definition BoatWaterEffects.c:280
BoatScript m_Boat
Definition BoatWaterEffects.c:279
Definition EntityAI.c:95

Перекрестные ссылки m_Boat и m_MemPointPos.

◆ EnableEmitor()

void EnableEmitor ( Particle ptc,
int id,
bool enable )
inlineprotected
304 {
305 if (enable)
306 {
307 ptc.SetParameter(id, EmitorParam.BIRTH_RATE, ptc.GetParameterOriginal(id, EmitorParam.BIRTH_RATE));
308 ptc.SetParameter(id, EmitorParam.BIRTH_RATE_RND, ptc.GetParameterOriginal(id, EmitorParam.BIRTH_RATE_RND));
309 }
310 else
311 {
312 ptc.SetParameter(id, EmitorParam.BIRTH_RATE, 0);
313 ptc.SetParameter(id, EmitorParam.BIRTH_RATE_RND, 0);
314 }
315 }
EmitorParam
Definition EnVisual.c:114

Используется в Update(), UpdateSpeedState() и EffectBoatWaterBack::UpdateSpeedState().

◆ SetParticleState()

void SetParticleState ( int state)
inlineprotected
290 {
291 bool was_playing = IsPlaying();
292
293 Stop();
294
296
297 if (was_playing)
298 {
299 Start(); // resume effect
300 }
301 }
bool IsPlaying()
Returns true when the Effect is playing, false otherwise.
Definition Effect.c:195
void SetParticleID(int id)
Sets the id of the particle to be used.
Definition EffectParticle.c:303
override void Start()
Plays all elements this effect consists of.
Definition EffectParticle.c:181
override void Stop()
Stops all elements this effect consists of.
Definition EffectParticle.c:204

Перекрестные ссылки IsPlaying(), EffectParticle::SetParticleID(), EffectParticle::Start() и EffectParticle::Stop().

Используется в EffectBoatWaterBack::EffectBoatWaterBack(), EffectBoatWaterFront() и EffectBoatWaterSide().

◆ Update()

void Update ( )
inlineprotected
323 {
324 if (!IsPlaying())
325 {
326 m_SpeedState = EBoatSpeed.UNSET; // reinit
327 Start();
328 }
329 };
EBoatSpeed
Definition BoatWaterEffects.c:2
EBoatSpeed m_SpeedState
Definition BoatWaterEffects.c:278

Перекрестные ссылки IsPlaying(), m_SpeedState и EffectParticle::Start().

◆ UpdatePosToSeaLevel()

void UpdatePosToSeaLevel ( float surfaceOffset = 0)
inlineprotected
333 {
334 vector posAdjusted = m_Boat.CoordToParent(m_MemPointPos);
335 posAdjusted[1] = GetGame().SurfaceGetSeaLevel() + surfaceOffset;
336 posAdjusted = m_Boat.CoordToLocal(posAdjusted);
338 }
override void SetCurrentLocalPosition(vector pos, bool updateCached=true)
Set the current local position of the managed Particle.
Definition EffectParticle.c:411
Definition EnConvert.c:106
proto native CGame GetGame()

Перекрестные ссылки GetGame(), m_Boat, m_MemPointPos и EffectParticle::SetCurrentLocalPosition().

Используется в Update().

◆ UpdateSpeedState()

void UpdateSpeedState ( Particle ptc,
float speed )
inlineprotected
319 {}

Используется в Update().

Поля

◆ m_Boat

BoatScript m_Boat
protected

◆ m_EmitorCount

◆ m_MemPointPos

vector m_MemPointPos
protected

Используется в AttachTo() и UpdatePosToSeaLevel().

◆ m_SpeedFast

◆ m_SpeedMedium

int m_SpeedMedium
protected

◆ m_SpeedSlow

int m_SpeedSlow
protected

◆ m_SpeedState

EBoatSpeed m_SpeedState
protected

Объявления и описания членов класса находятся в файле: