DayZ 1.26
DayZ Explorer by KGB
Загрузка...
Поиск...
Не найдено
Класс ActionSwitchSeats
+ Граф наследования:ActionSwitchSeats:

Закрытые члены

void ActionSwitchSeats ()
 
override void CreateConditionComponents ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void Start (ActionData action_data)
 
override void OnUpdate (ActionData action_data)
 
override bool CanBeUsedInVehicle ()
 
override bool AddActionJuncture (ActionData action_data)
 
- Закрытые члены унаследованные от ActionBase
void ActionBase ()
 
bool IsLockTargetOnUse ()
 
void InitConditionMask ()
 
bool SetupAction (PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
 
bool Post_SetupAction (ActionData action_data)
 
void ActionCleanup (ActionData action_data)
 
 GetInputType ()
 
void SetInput (ActionInput ai)
 
ActionData CreateActionData ()
 
void CreateConditionComponents ()
 
Object GetDisplayInteractObject (PlayerBase player, ActionTarget target)
 
bool HasTarget ()
 
bool HasProgress ()
 For UI: hiding of progress bar.
 
bool IsLocal ()
 
bool IsInstant ()
 
bool IsUsingProxies ()
 not using plane object - it's using multiple proxies
 
bool RemoveForceTargetAfterUse ()
 
int GetActionCategory ()
 
bool IsEat ()
 
bool IsDrink ()
 
bool IsShaveSelf ()
 
string GetText ()
 
bool CanBePerformedFromQuickbar ()
 
bool CanBePerformedFromInventory ()
 
bool CanBeSetFromInventory ()
 
bool CanBeUsedInRestrain ()
 
bool CanBeUsedInVehicle ()
 
bool CanTargetBeInVehicle ()
 
bool CanBeUsedOnBack ()
 
bool CanBeUsedSwimming ()
 
bool CanBeUsedOnLadder ()
 
bool CanBeUsedRaised ()
 
bool CanBeUsedThrowing ()
 
bool CanBeUsedLeaning ()
 
bool CanBeUsedWithBrokenLegs ()
 
bool CanBeUsedInFreelook ()
 
bool IsDeploymentAction ()
 Is an action directly related to deployment/advanced placing.
 
bool UseMainItem ()
 
bool MainItemAlwaysInHands ()
 
bool DisplayTargetInActionText ()
 
bool ActionConditionContinue (ActionData action_data)
 
bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
string GetTargetName (PlayerBase player, ActionTarget target)
 
void ApplyModifiers (ActionData action_data)
 
int GetRefreshReservationTimerValue ()
 
void WriteToContext (ParamsWriteContext ctx, ActionData action_data)
 
bool ReadFromContext (ParamsReadContext ctx, out ActionReciveData action_recive_data)
 
void HandleReciveData (ActionReciveData action_recive_data, ActionData action_data)
 
int GetStanceMaskEx (PlayerBase player, ActionTarget target, ItemBase item)
 
int GetStanceMask (PlayerBase player)
 
bool IsFullBodyEx (PlayerBase player, ActionTarget target, ItemBase item)
 
bool IsFullBody (PlayerBase player)
 
bool HasProneException ()
 
void Start (ActionData action_data)
 
void End (ActionData action_data)
 
void Interrupt (ActionData action_data)
 
void OnEndInput (ActionData action_data)
 
void EndInput (ActionData action_data)
 
void OnEndRequest (ActionData action_data)
 
void EndRequest (ActionData action_data)
 
bool CanReceiveAction (ActionTarget target)
 
bool Can (PlayerBase player, ActionTarget target, ItemBase item, int condition_mask)
 
bool Can (PlayerBase player, ActionTarget target, ItemBase item)
 
bool CanContinue (ActionData action_data)
 
bool HasVariants ()
 
int GetVariantsCount ()
 
int GetVariants (out array< ref ActionBase > variants)
 
void SetVariantID (int ID)
 
int GetVariantID ()
 
void UpdateVariants (Object item, Object target, int componet_index)
 
ActionVariantManager GetVariantManager ()
 
void OnItemLocationChanged (ItemBase item)
 
bool InventoryReservation (ActionData action_data)
 
void ClearInventoryReservationEx (ActionData action_data)
 
void RefreshReservations (ActionData action_data)
 
bool AddActionJuncture (ActionData action_data)
 
void ClearActionJuncture (ActionData action_data)
 
void RefreshActionJuncture (ActionData action_data)
 
bool UseAcknowledgment ()
 
void InformPlayers (PlayerBase player, ActionTarget target, int state)
 DEPRECATED delivers message ids to clients based on given context.
 
void SendMessageToClient (Object reciever, string message)
 
bool IsDamageDestroyed (ActionTarget target)
 
bool IsBuilding (ActionTarget target)
 
bool IsTransport (ActionTarget target)
 
bool IsInReach (PlayerBase player, ActionTarget target, float maxDistance=1.0)
 
SoundOnVehicle PlayActionSound (PlayerBase player)
 
void OnActionInfoUpdate (PlayerBase player, ActionTarget target, ItemBase item)
 
string GetSoundCategory (ActionData action_data)
 
void OnUpdate (ActionData action_data)
 
void OnUpdateClient (ActionData action_data)
 
void OnUpdateServer (ActionData action_data)
 
void OnStart (ActionData action_data)
 
void OnStartClient (ActionData action_data)
 
void OnStartServer (ActionData action_data)
 
void OnEnd (ActionData action_data)
 
void OnEndClient (ActionData action_data)
 
void OnEndServer (ActionData action_data)
 
float GetSpecialtyWeight ()
 
int GetState (ActionData action_data)
 
float GetProgress (ActionData action_data)
 
ActionInput GetInput ()
 
void SetID (int actionId)
 
int GetID ()
 
string GetAdminLogMessage (ActionData action_data)
 

Дополнительные унаследованные члены

- Закрытые статические члены унаследованные от ActionBase
static int ComputeConditionMask (PlayerBase player, ActionTarget target, ItemBase item)
 
- Закрытые данные унаследованные от ActionBase
int m_RefreshReservationTimerValue = 140
 
string m_Sound
 
string m_Text
 
bool m_LockTargetOnUse
 
bool m_FullBody
 
int m_StanceMask
 
ref TStringArray m_Sounds
 
ref CCIBase m_ConditionItem
 
ref CCTBase m_ConditionTarget
 
ActionInput m_Input
 
int m_ActionID
 
int m_VariantID
 
int m_ConditionMask
 
ref ActionVariantManager m_VariantManager
 
ref Param1< stringm_MessageParam
 
float m_SpecialtyWeight
 

Подробное описание

Конструктор(ы)

◆ ActionSwitchSeats()

void ActionSwitchSeats ( )
inlineprivate
5 {
6 //m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_STARTENGINE;
7 m_StanceMask = DayZPlayerConstants.STANCEMASK_ALL;
9 m_LockTargetOnUse = false;
10 m_Text = "#change_seat";
11 }
string m_Text
Definition ActionBase.c:58
bool m_LockTargetOnUse
Definition ActionBase.c:60
float m_SpecialtyWeight
Definition ActionBase.c:77
int m_StanceMask
Definition ActionBase.c:62
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки ActionBase::m_LockTargetOnUse, ActionBase::m_SpecialtyWeight, ActionBase::m_StanceMask и ActionBase::m_Text.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
20 {
21
23 int nextSeatIdx = -1;
24
25 HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
26
27 if ( !vehCommand )
28 return false;
29
30 int componentIndex = target.GetComponentIndex();
31
32 if ( !target )
33 return false;
34
35 if ( !Class.CastTo(trans, target.GetObject()) )
36 return false;
37
38 nextSeatIdx = trans.CrewPositionIndex( componentIndex );
39
40 if ( nextSeatIdx < 0 )
41 return false;
42
43 Human crew = trans.CrewMember( nextSeatIdx );
44 if ( crew )
45 return false;
46
47 if ( !trans.CanReachSeatFromSeat( trans.CrewMemberIndex( player ), nextSeatIdx ) )
48 return false;
49
50 return true;
51 }
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition human.c:690
Definition EntityAI.c:95
Base native class for all motorized wheeled vehicles.
Definition Boat.c:28
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo().

◆ AddActionJuncture()

override bool AddActionJuncture ( ActionData action_data)
inlineprivate
94 {
95 Transport trans = Transport.Cast(action_data.m_Target.GetObject());
96 bool accepted = false;
97 int nextSeat = trans.CrewPositionIndex( action_data.m_Target.GetComponentIndex() );
98 Transport transport = Transport.Cast(action_data.m_Target.GetObject());
100 if (transport)
101 {
102 il.SetVehicle(transport, action_data.m_Player, nextSeat);
103
104 //Lock target
105 if (GetGame().AddInventoryJunctureEx(action_data.m_Player, action_data.m_Player, il, true, 10000))
106 {
107 accepted = true;
108 action_data.m_ReservedInventoryLocations.Insert(il);
109 }
110 }
111
112 return accepted;
113 }
InventoryLocation.
Definition InventoryLocation.c:29
proto native CGame GetGame()

Перекрестные ссылки GetGame().

◆ CanBeUsedInVehicle()

override bool CanBeUsedInVehicle ( )
inlineprivate
89 {
90 return true;
91 }

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
14 {
17 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:64
ref CCTBase m_ConditionTarget
Definition ActionBase.c:65
Definition CCINone.c:2
Definition CCTObject.c:2

Перекрестные ссылки ActionBase::m_ConditionItem и ActionBase::m_ConditionTarget.

◆ OnUpdate()

override void OnUpdate ( ActionData action_data)
inlineprivate
76 {
77
78 if(action_data.m_State == UA_START)
79 {
80 HumanCommandVehicle hcv = action_data.m_Player.GetCommand_Vehicle();
81 if( !hcv || !action_data.m_Player.GetCommand_Vehicle().IsSwitchSeat() )
82 {
84 }
85 }
86 }
void End()
called on surrender end request end
const int UA_START
Definition constants.c:446

Перекрестные ссылки End() и UA_START.

◆ Start()

override void Start ( ActionData action_data)
inlineprivate
54 {
55 super.Start( action_data );
56 HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
57 if ( vehCommand )
58 {
60 if ( Class.CastTo(trans, action_data.m_Target.GetObject()) )
61 {
62 int nextSeat = trans.CrewPositionIndex( action_data.m_Target.GetComponentIndex() );
63 int seat = trans.GetSeatAnimationType( nextSeat );
64 if ( seat >= 0 )
65 {
66 //pTransportPositionIndex, int pVehicleSeat
67 vehCommand.SwitchSeat( nextSeat, seat );
68
69 action_data.m_Player.OnVehicleSwitchSeat( nextSeat );
70 }
71 }
72 }
73 }

Перекрестные ссылки Class::CastTo().


Объявления и описания членов класса находятся в файле: