69 if (!data || (data && data.Count() == 0))
71 ErrorEx(
string.Format(
"No VehicleLightSelectionData available for key:%1",
name));
77 string material =
m_Parent.ConfigGetString(selectionData.m_MaterialName);
79 m_Parent.SetObjectMaterial(selectionData.m_SelectionId, material);
100 #ifdef DIAG_DEVELOPER
102 ErrorEx(
string.Format(
"'%1' is not registered light key",
name));
109 if (data && data.m_Light)
118 if (data && data.m_Light)
120 data.m_Light.AttachOnMemoryPoint(
m_Parent, pointName, targetPointName);
121 if (mode == VehicleLightMode.SEGREGATED)
122 data.m_Light.SegregateLight();
123 else if (mode == VehicleLightMode.AGGREGATED)
124 data.m_Light.AggregateLight();
131 if (data && data.m_Light)
134 if (mode == VehicleLightMode.SEGREGATED)
135 data.m_Light.SegregateLight();
136 else if (mode == VehicleLightMode.AGGREGATED)
137 data.m_Light.AggregateLight();
144 if (data && data.m_Light)
146 data.m_Light.FadeOut();
154 if (data && data.m_Light)
156 data.m_Light.Destroy();
164 if (data && data.m_Light)
169 if (mode == VehicleLightMode.SEGREGATED)
170 data.m_Light.SegregateLight();
171 else if (mode == VehicleLightMode.AGGREGATED)
172 data.m_Light.AggregateLight();
176 data.m_Light.SetAsSegregatedBrakeLight();
180 data.m_Light.SetAsSegregatedReverseLight();
184 data.m_Light.AggregateLight();
185 data.m_Light.SetFadeOutTime(1);
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
class Land_Buoy extends House m_Light
class VehicleLightType SEGREGATED
void VehicleLightData(VehicleLightProfileBase profile)
ref VehicleLightProfileBase m_LightProfile
class VehicleLightSelectionData m_Point
void SetLightProfile(notnull VehicleLightProfileBase profile)
Base class for vehicle light profiles - all changeble parameters goes here.
void VehicleLightSelectionData(int id, string name)
bool LightExist(string name)
void EnableLight(string name)
void AttachLightOnObject(string name, vector position, vector orientation, int mode, int boneIndex=-1)
ref map< string, ref array< ref VehicleLightSelectionData > > m_SelectionMap
void DisableLight(string name)
void RegisterLight(string name, VehicleLightData data)
ref map< string, ref VehicleLightData > m_LightMap
void AttachLightOnPoint(string name, string pointName, string targetPointName, int mode)
void SetSelectionMaterial(string name)
void RegisterSelection(string name, array< ref VehicleLightSelectionData > data)
void DestroyLight(string name)
void VehicleLightsComponent(notnull EntityAI parent)
void SetLightTypeAndMode(string name, int lightType, int mode)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const string Empty