◆ Land_Underground_EntranceBase()
66 {
68 Land_Underground_Panel.RegisterEntrance(this);
69 RegisterNetSyncVariableFloat("m_AnimPhase", 0,1,5);
71
72 #ifndef SERVER
74 #endif
75 }
EUndegroundEntranceState
Definition Land_Underground_Entrance.c:2
EUndegroundDoorType m_DoorType
Definition Land_Underground_Entrance.c:59
proto native CGame GetGame()
Перекрестные ссылки CALL_CATEGORY_SYSTEM, CreateLights(), GetGame(), EnumTools::GetLastEnumValue() и m_DoorType.
◆ ~Land_Underground_EntranceBase()
80 {
81 Land_Underground_Panel.UnregisterEntrance(this);
82 #ifndef SERVER
84 #endif
85 }
void CleanUpOnDeleteClient()
Definition Land_Underground_Entrance.c:89
Перекрестные ссылки CleanUpOnDeleteClient().
◆ AdjustTime()
◆ CanManipulate()
99 {
101 }
EUndegroundEntranceState m_DoorState
Definition Land_Underground_Entrance.c:53
Перекрестные ссылки m_DoorState.
Используется в CanInteract().
◆ CheckShouldPlayPersistent()
◆ CleanUpOnClosedClient()
void CleanUpOnClosedClient |
( |
| ) |
|
|
private |
◆ CleanUpOnDeleteClient()
void CleanUpOnDeleteClient |
( |
| ) |
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inlineprivate |
◆ CreateLights()
◆ EOnPostSimulate()
115 {
116 #ifndef SERVER
118 #endif
119 }
void OnUpdateClient(float timeSlice)
Перекрестные ссылки OnUpdateClient().
◆ GetConnectedPanels()
132 {
133 if (!Land_Underground_Panel.m_Panels)
134 {
135 return;
136 }
137 foreach (Land_Underground_Panel
p:Land_Underground_Panel.
m_Panels)
138 {
139 if (
p.GetClosestDoor() ==
this)
140 {
142 }
143 }
144 }
static ref set< Land_Underground_Panel > m_Panels
Definition Land_Underground_Panel.c:17
Используется в OnDoorStateChangedClient().
◆ GetOpeningTime()
◆ HandleAudioPlayback()
◆ HandleVisualPlayback()
◆ IsInitDoorStateSync()
bool IsInitDoorStateSync |
( |
| ) |
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inlineprivate |
◆ Manipulate()
104 {
106 }
void OpenServer(bool force=false)
Definition Land_Underground_Entrance.c:221
Перекрестные ссылки OpenServer().
Используется в Interact().
◆ NavmeshUpdate()
◆ OnDoorStateChangedClient()
196 {
198 {
200 }
201 else
202 {
205 }
206
209
211 {
214 }
216 {
218 }
219 }
ref array< Land_Underground_Panel > m_ConnectedPanels
Definition Land_Underground_Entrance.c:58
void HandleVisualPlayback(EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
void GetConnectedPanels(array< Land_Underground_Panel > panels)
Definition Land_Underground_Entrance.c:131
void HandleAudioPlayback(EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
EntityEvent
Entity events for event-mask, or throwing event from code.
Definition EnEntity.c:45
Перекрестные ссылки CleanUpOnClosedClient(), GetConnectedPanels(), HandleAudioPlayback(), HandleVisualPlayback() и m_ConnectedPanels.
Используется в OnVariablesSynchronized().
◆ OnDoorStateChangedServer()
◆ OnFinishedTimerServer()
void OnFinishedTimerServer |
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private |
◆ OnUpdateClient()
◆ OnUpdateServer()
122 {
125
126 GetGame().GetWorld().UpdatePathgraphDoorByAnimationSourceName(
this,
"EntranceDoor");
127
128 SetSynchDirty();
129 }
float AdjustTime(float originalTime, float adjustedTime=-1)
Definition Land_Underground_Entrance.c:154
ref AnimationTimer m_AnimTimerDoorServer
Definition Land_Underground_Entrance.c:56
float m_AnimPhase
Definition Land_Underground_Entrance.c:55
float GetOpeningTime()
Definition Land_Underground_Entrance.c:172
Перекрестные ссылки AdjustTime(), GetGame(), GetOpeningTime(), m_AnimPhase и m_AnimTimerDoorServer.
◆ OnVariablesSynchronized()
236 {
237 super.OnVariablesSynchronized();
238
240 {
243 }
244 }
void OnDoorStateChangedClient(EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
Definition Land_Underground_Entrance.c:195
Перекрестные ссылки m_DoorState, m_DoorStatePrev и OnDoorStateChangedClient().
◆ OpenServer()
◆ RequestLatentTransition()
◆ SetDoorStateServer()
◆ m_AnimPhase
◆ m_AnimTimerDoorServer
◆ m_ConnectedPanels
◆ m_DoorState
◆ m_DoorStatePrev
◆ m_DoorType
◆ m_InteriorLight1
◆ m_InteriorLight2
◆ m_InteriorLight3
◆ m_NavmeshTimer
Объявления и описания членов класса находятся в файле: