DayZ 1.26
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Класс BuildingSuper
+ Граф наследования:BuildingSuper:

Защищенные члены

override void EEInit ()
 
override void EEDelete (EntityAI parent)
 
void BonfireHeating ()
 DEPRECATED.
 

Защищенные данные

BonfireLight m_Light
 
Particle m_ParticleFire
 
Particle m_ParticleSmoke
 
EffectSound m_SoundFireLoop
 
ref Timer m_BonfireHeatingTimer
 
ref UniversalTemperatureSource m_UTSource
 DEPRECATED.
 
ref UniversalTemperatureSourceSettings m_UTSSettings
 
ref UniversalTemperatureSourceLambdaConstant m_UTSLBonfire
 

Закрытые члены

override bool IsBuilding ()
 
override bool IsFuelStation ()
 
override float GetLiquidThroughputCoef ()
 
override int GetLiquidSourceType ()
 
void Land_Misc_Greenhouse ()
 
override bool IsBuilding ()
 
override bool IsWell ()
 
override EWaterSourceObjectType GetWaterSourceObjectType ()
 
override float GetLiquidThroughputCoef ()
 
override int GetLiquidSourceType ()
 
override void SetActions ()
 

Закрытые данные

const float TIMER_HEATING_UPDATE_INTERVAL = 2
 
const float PARAM_HEAT_RADIUS = 15
 
const float PARAM_FULL_HEAT_RADIUS = 5
 
const float PARAM_MAX_TRANSFERED_TEMPERATURE = 25
 
const float CONST_FIRE_TEMP = 1000
 maximum value for temperature that will be transfered to player (environment)
 

Подробное описание

Методы

◆ BonfireHeating()

void BonfireHeating ( )
inlineprotected

DEPRECATED.

112{};

◆ EEDelete()

override void EEDelete ( EntityAI parent)
inlineprotected
75 {
76 super.EEDelete(parent);
77
78 #ifndef SERVER
79 // outside of bubble - do effects cleanup (light, particles, sound)
80
81 // light
82 if (m_Light)
83 {
84 m_Light.FadeOut();
85 }
86
87 // particles
89 {
91 }
92
94 {
96 }
97
98 // sounds
100 {
102 }
103 #endif
104
105 if (GetGame().IsServer() || !GetGame().IsMultiplayer())
106 {
107 m_UTSource.SetActive(false);
108 }
109 }
EffectSound m_SoundFireLoop
Definition Bonfire.c:12
ref UniversalTemperatureSource m_UTSource
DEPRECATED.
Definition Bonfire.c:18
Particle m_ParticleSmoke
Definition Bonfire.c:11
BonfireLight m_Light
Definition Bonfire.c:9
Particle m_ParticleFire
Definition Bonfire.c:10
void SoundStop()
Stops sound.
Definition EffectSound.c:217
Definition EntityAI.c:95
void Stop()
Legacy function for backwards compatibility with 1.14 and below.
Definition Particle.c:266
proto native CGame GetGame()

Перекрестные ссылки GetGame(), m_Light, m_ParticleSmoke, m_SoundFireLoop, m_UTSource, EffectSound::SoundStop() и Particle::Stop().

◆ EEInit()

override void EEInit ( )
inlineprotected
23 {
24 super.EEInit();
25
26 #ifndef SERVER
27 // object creation - create effects (light, particles, sound)
28
29 // light
30 if (!m_Light)
31 {
32 m_Light = BonfireLight.Cast(ScriptedLightBase.CreateLight(BonfireLight, Vector(0,0,0), 1));
33 m_Light.AttachOnMemoryPoint(this, m_Light.m_MemoryPoint);
34 m_Light.FadeBrightnessTo(m_Light.m_FireBrightness, 0);
35 m_Light.FadeRadiusTo(m_Light.m_FireRadius, 0);
36 }
37
38 // particles
39 if (!m_ParticleSmoke)
40 {
41 m_ParticleSmoke = ParticleManager.GetInstance().PlayOnObject(ParticleList.BONFIRE_SMOKE, this, GetMemoryPointPos("bonfire_smoke"), Vector(0,0,0), true);
42 }
43
44 if (!m_ParticleFire)
45 {
46 m_ParticleFire = ParticleManager.GetInstance().PlayOnObject(ParticleList.BONFIRE_FIRE, this, GetMemoryPointPos("bonfire_fire"), Vector(0,0,0), true);
47 }
48
49 // sounds
50 if (!m_SoundFireLoop)
51 {
52 PlaySoundSetLoop(m_SoundFireLoop, "HeavyFire_SoundSet", 1.0, 2.0);
53 }
54 #endif
55
56 if (GetGame().IsServer() || !GetGame().IsMultiplayer())
57 {
60 m_UTSSettings.m_Updateable = true;
61 m_UTSSettings.m_TemperatureMin = 0;
62 m_UTSSettings.m_TemperatureMax = CONST_FIRE_TEMP;
67
70 m_UTSource.SetActive(true);
71 }
72 }
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
Definition ParticleManager.c:84
ref UniversalTemperatureSourceSettings m_UTSSettings
Definition Bonfire.c:19
ref UniversalTemperatureSourceLambdaConstant m_UTSLBonfire
Definition Bonfire.c:20
const float CONST_FIRE_TEMP
maximum value for temperature that will be transfered to player (environment)
Definition Bonfire.c:7
const float PARAM_MAX_TRANSFERED_TEMPERATURE
Definition Bonfire.c:6
const float PARAM_HEAT_RADIUS
Definition Bonfire.c:4
const float PARAM_FULL_HEAT_RADIUS
Definition Bonfire.c:5
const float TIMER_HEATING_UPDATE_INTERVAL
Definition Bonfire.c:3
Definition constants.c:638
Definition ParticleList.c:12
static const int BONFIRE_FIRE
Definition ParticleList.c:282
static const int BONFIRE_SMOKE
Definition ParticleList.c:283
Definition PointLightBase.c:2
original Timer deletes m_params which is unwanted
Definition UniversalTemperatureSource.c:28
Definition UniversalTemperatureSource.c:2
static const float ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE
Definition constants.c:777
proto native vector Vector(float x, float y, float z)
Vector constructor from components.

Перекрестные ссылки ParticleList::BONFIRE_FIRE, ParticleList::BONFIRE_SMOKE, GetGame(), GameConstants::ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE, PointLightBase::m_FireBrightness, PointLightBase::m_FireRadius, m_Light, PointLightBase::m_MemoryPoint, m_ParticleSmoke, m_SoundFireLoop, m_UTSource, m_UTSSettings, PARAM_FULL_HEAT_RADIUS, PARAM_HEAT_RADIUS, PARAM_MAX_TRANSFERED_TEMPERATURE, ParticleManager(), TIMER_HEATING_UPDATE_INTERVAL и Vector().

◆ GetLiquidSourceType() [1/2]

override int GetLiquidSourceType ( )
inlineprivate
19 {
20 return LIQUID_GASOLINE;
21 }
const int LIQUID_GASOLINE
Definition constants.c:522

Перекрестные ссылки LIQUID_GASOLINE.

◆ GetLiquidSourceType() [2/2]

override int GetLiquidSourceType ( )
inlineprivate
24 {
25 return LIQUID_CLEANWATER;
26 }
const int LIQUID_CLEANWATER
Definition constants.c:531

Перекрестные ссылки LIQUID_CLEANWATER.

◆ GetLiquidThroughputCoef() [1/2]

override float GetLiquidThroughputCoef ( )
inlineprivate
14 {
16 }
const float LIQUID_THROUGHPUT_FUELSTATION
Definition constants.c:551

Перекрестные ссылки LIQUID_THROUGHPUT_FUELSTATION.

◆ GetLiquidThroughputCoef() [2/2]

override float GetLiquidThroughputCoef ( )
inlineprivate
19 {
21 }
const float LIQUID_THROUGHPUT_WELL
Definition constants.c:552

Перекрестные ссылки LIQUID_THROUGHPUT_WELL.

◆ GetWaterSourceObjectType()

override EWaterSourceObjectType GetWaterSourceObjectType ( )
inlineprivate
14 {
15 return EWaterSourceObjectType.WELL;
16 }
EWaterSourceObjectType
Definition EWaterSourceObjectType.c:2

◆ IsBuilding() [1/2]

override bool IsBuilding ( )
inlineprivate
4 {
5 return false;
6 }

◆ IsBuilding() [2/2]

override bool IsBuilding ( )
inlineprivate
4 {
5 return false;
6 }

◆ IsFuelStation()

override bool IsFuelStation ( )
inlineprivate
9 {
10 return true;
11 }

◆ IsWell()

override bool IsWell ( )
inlineprivate
9 {
11 }
override EWaterSourceObjectType GetWaterSourceObjectType()
Definition Well.c:13

◆ Land_Misc_Greenhouse()

void Land_Misc_Greenhouse ( )
inlineprivate
4 {
5
6 }

◆ SetActions()

override void SetActions ( )
inlineprivate
29 {
30 super.SetActions();
31
34 }
ActionDrinkWellContinuousCB ActionContinuousBaseCB ActionDrinkWellContinuous()
Definition ActionDrinkWellContinuous.c:11
ActionWashHandsWellCB ActionContinuousBaseCB ActionWashHandsWell()
Definition ActionWashHandsWell.c:11
void AddAction(typename actionName)
Definition AdvancedCommunication.c:220

Перекрестные ссылки ActionDrinkWellContinuous(), ActionWashHandsWell() и AddAction().

Поля

◆ CONST_FIRE_TEMP

const float CONST_FIRE_TEMP = 1000
private

maximum value for temperature that will be transfered to player (environment)

◆ m_BonfireHeatingTimer

ref Timer m_BonfireHeatingTimer
protected

◆ m_Light

BonfireLight m_Light
protected

◆ m_ParticleFire

Particle m_ParticleFire
protected

◆ m_ParticleSmoke

Particle m_ParticleSmoke
protected

◆ m_SoundFireLoop

EffectSound m_SoundFireLoop
protected

◆ m_UTSLBonfire

◆ m_UTSource

ref UniversalTemperatureSource m_UTSource
protected

DEPRECATED.

◆ m_UTSSettings

ref UniversalTemperatureSourceSettings m_UTSSettings
protected

◆ PARAM_FULL_HEAT_RADIUS

const float PARAM_FULL_HEAT_RADIUS = 5
private

◆ PARAM_HEAT_RADIUS

const float PARAM_HEAT_RADIUS = 15
private

◆ PARAM_MAX_TRANSFERED_TEMPERATURE

const float PARAM_MAX_TRANSFERED_TEMPERATURE = 25
private

◆ TIMER_HEATING_UPDATE_INTERVAL

const float TIMER_HEATING_UPDATE_INTERVAL = 2
private

Объявления и описания членов классов находятся в файлах: