Dayz 1.25
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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

void BuildingWithFireplace ()
 
override bool IsBuilding ()
 
override bool IsFuelStation ()
 
override float GetLiquidThroughputCoef ()
 
void Land_Misc_Greenhouse ()
 
override bool IsBuilding ()
 
override bool IsWell ()
 
override EWaterSourceObjectType GetWaterSourceObjectType ()
 
override float GetLiquidThroughputCoef ()
 
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.

111{};

◆ BuildingWithFireplace()

void BuildingWithFireplace ( )
inlineprivate
4 {
5 }

◆ EEDelete()

override void EEDelete ( EntityAI parent)
inlineprotected
74 {
75 super.EEDelete(parent);
76
77 #ifndef SERVER
78 // outside of bubble - do effects cleanup (light, particles, sound)
79
80 // light
81 if (m_Light)
82 {
83 m_Light.FadeOut();
84 }
85
86 // particles
88 {
90 }
91
93 {
95 }
96
97 // sounds
99 {
101 }
102 #endif
103
104 if (GetGame().IsServer() || !GetGame().IsMultiplayer())
105 {
106 m_UTSource.SetActive(false);
107 }
108 }
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;
66
69 m_UTSource.SetActive(true);
70 }
71 }
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 ParticleList.c:12
static const int BONFIRE_FIRE
Definition ParticleList.c:271
static const int BONFIRE_SMOKE
Definition ParticleList.c:272
Definition PointLightBase.c:2
original Timer deletes m_params which is unwanted
Definition UniversalTemperatureSource.c:26
Definition UniversalTemperatureSource.c:2
proto native vector Vector(float x, float y, float z)
Vector constructor from components.

Перекрестные ссылки ParticleList::BONFIRE_FIRE, ParticleList::BONFIRE_SMOKE, GetGame(), 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().

◆ GetLiquidThroughputCoef() [1/2]

override float GetLiquidThroughputCoef ( )
inlineprivate
14 {
16 }
const float LIQUID_THROUGHPUT_FUELSTATION
Definition constants.c:529

Перекрестные ссылки LIQUID_THROUGHPUT_FUELSTATION.

◆ GetLiquidThroughputCoef() [2/2]

override float GetLiquidThroughputCoef ( )
inlineprivate
19 {
21 }
const float LIQUID_THROUGHPUT_WELL
Definition constants.c:530

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
24 {
25 super.SetActions();
26
29 }
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: