DayZ 1.26
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Класс Land_Underground_Stairs_Exit
+ Граф наследования:Land_Underground_Stairs_Exit:

Закрытые члены

void Land_Underground_Stairs_Exit ()
 
override void CleanUpOnClosedClient ()
 
override float GetOpeningTime ()
 
override void OnDoorStateChangedServer (EUndegroundEntranceState newState)
 
void SoundEnded (Effect eff)
 
override void HandleAudioPlayback (EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
 
override void CreateLights ()
 

Закрытые данные

EffectSound m_LockingSound
 
EffectSound m_OpenSoundIn
 
EffectSound m_OpenSoundOut
 
EffectSound m_CloseSoundIn
 
EffectSound m_CloseSoundLoop
 
EffectSound m_CloseSoundOut
 
const string LOCKING_SOUNDSET = "UndergroundDoor_Lock_SoundSet"
 
const string OPENING_SOUNDSET_LOOP_IN = "UndergroundSmallExitDoor_Open_Start_SoundSet"
 
const string OPENING_SOUNDSET_LOOP = "UndergroundSmallExitDoor_Open_Loop_SoundSet"
 
const string OPENING_SOUNDSET_LOOP_OUT = "UndergroundSmallExitDoor_Open_End_SoundSet"
 
const string CLOSING_SOUNDSET_LOOP_IN = "UndergroundSmallExitDoor_Close_Start_SoundSet"
 
const string CLOSING_SOUNDSET_LOOP = "UndergroundSmallExitDoor_Close_Loop_SoundSet"
 
const string CLOSING_SOUNDSET_LOOP_OUT = "UndergroundSmallExitDoor_Close_End_SoundSet"
 

Подробное описание

Конструктор(ы)

◆ Land_Underground_Stairs_Exit()

23 {
25 }
EUndegroundDoorType m_DoorType
Definition Land_Underground_Entrance.c:59
Definition EntityAI.c:95

Перекрестные ссылки Land_Underground_EntranceBase::m_DoorType.

Методы

◆ CleanUpOnClosedClient()

override void CleanUpOnClosedClient ( )
inlineprivate
28 {
30
32 //SEffectManager.DestroySound(m_OpenSoundLoop);
34
38
39 }
EffectSound m_CloseSoundIn
Definition Land_Underground_Stairs_Exit.c:9
EffectSound m_OpenSoundOut
Definition Land_Underground_Stairs_Exit.c:7
EffectSound m_OpenSoundIn
Definition Land_Underground_Stairs_Exit.c:5
EffectSound m_LockingSound
Definition Land_Underground_Stairs_Exit.c:3
EffectSound m_CloseSoundLoop
Definition Land_Underground_Stairs_Exit.c:10
EffectSound m_CloseSoundOut
Definition Land_Underground_Stairs_Exit.c:11
Manager class for managing Effect (EffectParticle, EffectSound)
Definition EffectManager.c:6
static bool DestroySound(EffectSound sound_effect)
Legacy, backwards compatibility.
Definition EffectManager.c:432

Перекрестные ссылки SEffectManager::DestroySound(), m_CloseSoundIn, m_CloseSoundLoop, m_CloseSoundOut, m_LockingSound, m_OpenSoundIn и m_OpenSoundOut.

◆ CreateLights()

override void CreateLights ( )
inlineprivate
107 {
108 m_InteriorLight1 = EntranceLight.Cast(ScriptedLightBase.CreateLightAtObjMemoryPoint(EntranceLightStairs1, this, "Light1"));
109 m_InteriorLight2 = EntranceLight.Cast(ScriptedLightBase.CreateLightAtObjMemoryPoint(EntranceLightStairs2, this, "Light2"));
110 }
class EntranceLight extends PointLightBase EntranceLightStairs1()
Definition EntranceLight.c:22
Definition EntranceLight.c:32
EntranceLight m_InteriorLight1
Definition Land_Underground_Entrance.c:61
EntranceLight m_InteriorLight2
Definition Land_Underground_Entrance.c:62
Definition PointLightBase.c:2

Перекрестные ссылки EntranceLightStairs1(), Land_Underground_EntranceBase::m_InteriorLight1 и Land_Underground_EntranceBase::m_InteriorLight2.

◆ GetOpeningTime()

override float GetOpeningTime ( )
inlineprivate
42 {
43 return AdjustTime(3);
44 }
float AdjustTime(float originalTime, float adjustedTime=-1)
Definition Land_Underground_Entrance.c:154

Перекрестные ссылки Land_Underground_EntranceBase::AdjustTime().

Используется в OnDoorStateChangedServer().

◆ HandleAudioPlayback()

override void HandleAudioPlayback ( EUndegroundEntranceState newState,
EUndegroundEntranceState prevState )
inlineprivate
78 {
79 if (newState == EUndegroundEntranceState.OPENING_A)
80 {
81 PlaySoundSet( m_LockingSound, LOCKING_SOUNDSET, 0, 0 );
82 PlaySoundSet( m_OpenSoundIn, OPENING_SOUNDSET_LOOP_IN, 0, 0 );
83 }
84 else if (newState == EUndegroundEntranceState.OPENING_B)
85 {
86 if (m_OpenSoundIn)
88 PlaySoundSet( m_OpenSoundOut, OPENING_SOUNDSET_LOOP_OUT, 0, 0 );
89 }
90 else if (newState == EUndegroundEntranceState.CLOSING_A)
91 {
92 PlaySoundSet( m_CloseSoundIn, CLOSING_SOUNDSET_LOOP_IN, 0, 0 );
94 m_CloseSoundIn.Event_OnEffectEnded.Insert(SoundEnded);
95 }
96 else if (newState == EUndegroundEntranceState.CLOSING_B)
97 {
100 PlaySoundSet( m_CloseSoundOut, CLOSING_SOUNDSET_LOOP_OUT, 0, 0 );
101 PlaySoundSet( m_LockingSound, LOCKING_SOUNDSET, 0, 0 );
102
103 }
104 }
EUndegroundEntranceState
Definition Land_Underground_Entrance.c:2
override void Stop()
Stops sound.
Definition EffectSound.c:244
const string LOCKING_SOUNDSET
Definition Land_Underground_Stairs_Exit.c:13
const string CLOSING_SOUNDSET_LOOP_OUT
Definition Land_Underground_Stairs_Exit.c:20
const string OPENING_SOUNDSET_LOOP_OUT
Definition Land_Underground_Stairs_Exit.c:16
const string CLOSING_SOUNDSET_LOOP_IN
Definition Land_Underground_Stairs_Exit.c:18
const string OPENING_SOUNDSET_LOOP_IN
Definition Land_Underground_Stairs_Exit.c:14
void SoundEnded(Effect eff)
Definition Land_Underground_Stairs_Exit.c:69

Перекрестные ссылки CLOSING_SOUNDSET_LOOP_IN, CLOSING_SOUNDSET_LOOP_OUT, LOCKING_SOUNDSET, m_CloseSoundIn, m_CloseSoundLoop, m_CloseSoundOut, m_LockingSound, m_OpenSoundIn, m_OpenSoundOut, OPENING_SOUNDSET_LOOP_IN, OPENING_SOUNDSET_LOOP_OUT, SoundEnded() и EffectSound::Stop().

◆ OnDoorStateChangedServer()

override void OnDoorStateChangedServer ( EUndegroundEntranceState newState)
inlineprivate
47 {
48 switch (newState)
49 {
50 case EUndegroundEntranceState.OPENING_A:
52 SetAnimationPhase("EntranceDoor",1);
53 break;
54 case EUndegroundEntranceState.OPENING_B:
55 GetGame().UpdatePathgraphRegionByObject(this);
57 break;
58 case EUndegroundEntranceState.CLOSING_A:
60 m_AnimTimerDoorServer.Run(0, this, "OnUpdateServer", "OnFinishedTimerServer", GetOpeningTime(), false,1/ AdjustTime(1));
62 break;
63 case EUndegroundEntranceState.CLOSING_B:
65 GetGame().UpdatePathgraphRegionByObject(this);
66 break;
67 }
68 }
AnimationTimer class. This timer is for animating float value. usage:
Definition tools.c:653
void RequestLatentTransition(float time, EUndegroundEntranceState targetState=EUndegroundEntranceState.UNINITIALIZED)
Definition Land_Underground_Entrance.c:177
ref AnimationTimer m_AnimTimerDoorServer
Definition Land_Underground_Entrance.c:56
override float GetOpeningTime()
Definition Land_Underground_Stairs_Exit.c:41
proto native CGame GetGame()

Перекрестные ссылки Land_Underground_EntranceBase::AdjustTime(), GetGame(), GetOpeningTime(), Land_Underground_EntranceBase::m_AnimTimerDoorServer и Land_Underground_EntranceBase::RequestLatentTransition().

◆ SoundEnded()

void SoundEnded ( Effect eff)
inlineprivate
70 {
71 if (eff == m_CloseSoundIn)
72 {
73 PlaySoundSetLoop( m_CloseSoundLoop, CLOSING_SOUNDSET_LOOP, 0, 0 );
74 }
75 }
const string CLOSING_SOUNDSET_LOOP
Definition Land_Underground_Stairs_Exit.c:19

Перекрестные ссылки CLOSING_SOUNDSET_LOOP, m_CloseSoundIn и m_CloseSoundLoop.

Используется в HandleAudioPlayback().

Поля

◆ CLOSING_SOUNDSET_LOOP

const string CLOSING_SOUNDSET_LOOP = "UndergroundSmallExitDoor_Close_Loop_SoundSet"
private

Используется в SoundEnded().

◆ CLOSING_SOUNDSET_LOOP_IN

const string CLOSING_SOUNDSET_LOOP_IN = "UndergroundSmallExitDoor_Close_Start_SoundSet"
private

Используется в HandleAudioPlayback().

◆ CLOSING_SOUNDSET_LOOP_OUT

const string CLOSING_SOUNDSET_LOOP_OUT = "UndergroundSmallExitDoor_Close_End_SoundSet"
private

Используется в HandleAudioPlayback().

◆ LOCKING_SOUNDSET

const string LOCKING_SOUNDSET = "UndergroundDoor_Lock_SoundSet"
private

Используется в HandleAudioPlayback().

◆ m_CloseSoundIn

EffectSound m_CloseSoundIn
private

◆ m_CloseSoundLoop

EffectSound m_CloseSoundLoop
private

◆ m_CloseSoundOut

EffectSound m_CloseSoundOut
private

Используется в CleanUpOnClosedClient() и HandleAudioPlayback().

◆ m_LockingSound

EffectSound m_LockingSound
private

Используется в CleanUpOnClosedClient() и HandleAudioPlayback().

◆ m_OpenSoundIn

EffectSound m_OpenSoundIn
private

Используется в CleanUpOnClosedClient() и HandleAudioPlayback().

◆ m_OpenSoundOut

EffectSound m_OpenSoundOut
private

Используется в CleanUpOnClosedClient() и HandleAudioPlayback().

◆ OPENING_SOUNDSET_LOOP

const string OPENING_SOUNDSET_LOOP = "UndergroundSmallExitDoor_Open_Loop_SoundSet"
private

◆ OPENING_SOUNDSET_LOOP_IN

const string OPENING_SOUNDSET_LOOP_IN = "UndergroundSmallExitDoor_Open_Start_SoundSet"
private

Используется в HandleAudioPlayback().

◆ OPENING_SOUNDSET_LOOP_OUT

const string OPENING_SOUNDSET_LOOP_OUT = "UndergroundSmallExitDoor_Open_End_SoundSet"
private

Используется в HandleAudioPlayback().


Объявления и описания членов класса находятся в файле: