DayZ 1.26
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Класс ActionDrainLiquid
+ Граф наследования:ActionDrainLiquid:

Закрытые члены

void ActionDrainLiquid ()
 
override void CreateConditionComponents ()
 
override bool HasProneException ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnStartAnimationLoop (ActionData action_data)
 
override void OnEndAnimationLoop (ActionData action_data)
 
override void OnEnd (ActionData action_data)
 
- Закрытые члены унаследованные от ActionContinuousBase
void OnStartAnimationLoopServer (ActionData action_data)
 
void OnStartAnimationLoopClient (ActionData action_data)
 
void OnEndAnimationLoopServer (ActionData action_data)
 
void OnEndAnimationLoopClient (ActionData action_data)
 
void OnFinishProgressServer (ActionData action_data)
 
void OnFinishProgressClient (ActionData action_data)
 

Подробное описание

Конструктор(ы)

◆ ActionDrainLiquid()

void ActionDrainLiquid ( )
inlineprivate
14 {
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_EMPTY_VESSEL;
17 m_CommandUIDProne = DayZPlayerConstants.CMD_ACTIONFB_EMPTY_VESSEL;
19 m_Text = "#drain_liquid";
20 }
string m_Text
Definition ActionBase.c:58
float m_SpecialtyWeight
Definition ActionBase.c:77
Definition ActionDrainLiquid.c:2
int m_CommandUIDProne
Definition AnimatedActionBase.c:144
int m_CommandUID
Definition AnimatedActionBase.c:143
m_CallbackClass
Definition AnimatedActionBase.c:145
Definition EntityAI.c:95
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, AnimatedActionBase::m_CommandUIDProne, ActionBase::m_SpecialtyWeight и ActionBase::m_Text.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
34 {
35 ItemBase target_item = ItemBase.Cast(target.GetObject());
36
37 if ( target_item && item )
38 {
39 return Liquid.CanTransfer(target_item,item);
40 }
41 return false;
42 }
Definition InventoryItem.c:731

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
23 {
26 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:64
ref CCTBase m_ConditionTarget
Definition ActionBase.c:65
Definition CCINonRuined.c:2
Definition CCTNonRuined.c:2
Definition ActionConstants.c:106
const float DEFAULT
Definition ActionConstants.c:108

Перекрестные ссылки UAMaxDistances::DEFAULT, ActionBase::m_ConditionItem и ActionBase::m_ConditionTarget.

◆ HasProneException()

override bool HasProneException ( )
inlineprivate
29 {
30 return true;
31 }

◆ OnEnd()

override void OnEnd ( ActionData action_data)
inlineprivate
67 {
68 if ( !GetGame().IsMultiplayer() || GetGame().IsServer() )
69 {
70 Bottle_Base target_vessel = Bottle_Base.Cast( action_data.m_Target.GetObject());
71 Param1<bool> play = new Param1<bool>( false );
72 GetGame().RPCSingleParam( target_vessel, SoundTypeBottle.EMPTYING, play, true );
73 }
74 }
SoundTypeBottle
Definition Bottle_Base.c:2
Definition Canteen.c:2
proto native CGame GetGame()

Перекрестные ссылки GetGame().

◆ OnEndAnimationLoop()

override void OnEndAnimationLoop ( ActionData action_data)
inlineprivate
57 {
58 if ( !GetGame().IsMultiplayer() || GetGame().IsServer() )
59 {
60 Bottle_Base target_vessel = Bottle_Base.Cast( action_data.m_Target.GetObject());
61 Param1<bool> play = new Param1<bool>( false );
62 GetGame().RPCSingleParam( target_vessel, SoundTypeBottle.EMPTYING, play, true );
63 }
64 }

Перекрестные ссылки GetGame().

◆ OnStartAnimationLoop()

override void OnStartAnimationLoop ( ActionData action_data)
inlineprivate
46 {
47 if ( !GetGame().IsMultiplayer() || GetGame().IsServer() )
48 {
49 Bottle_Base vessel_in_hands = Bottle_Base.Cast( action_data.m_Target.GetObject() );
50 Param1<bool> play = new Param1<bool>( true );
51
52 GetGame().RPCSingleParam( vessel_in_hands, SoundTypeBottle.EMPTYING, play, true );
53 }
54 }

Перекрестные ссылки GetGame().


Объявления и описания членов класса находятся в файле: