Dayz 1.25
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Класс HandStartAction

simple class starting animation action specified by m_action and m_actionType Подробнее...

Закрытые члены

void HandForceSwapingAnimated_Show (Man player=null, HandStateBase parent=null, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsWaitingForActionFinish ()
 
void HandStartHidingAnimated (Man player=null, HandStateBase parent=null, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsWaitingForActionFinish ()
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsWaitingForActionFinish ()
 
void HandTakingAnimated_Show (Man player=null, HandStateBase parent=null, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (HandEventBase e)
 
override void OnAbort (HandEventBase e)
 
override void OnExit (HandEventBase e)
 
override bool IsWaitingForActionFinish ()
 

Закрытые данные

ref InventoryLocation m_Src1 = null
 
ref InventoryLocation m_Src2 = null
 
ref InventoryLocation m_Dst1 = null
 
ref InventoryLocation m_Dst2 = null
 
ref InventoryLocation m_Dst
 
ref InventoryLocation m_Src
 

Подробное описание

simple class starting animation action specified by m_action and m_actionType

Методы

◆ HandForceSwapingAnimated_Show()

void HandForceSwapingAnimated_Show ( Man player = null,
HandStateBase parent = null,
WeaponActions action = WeaponActions.NONE,
int actionType = -1 )
inlineprivate
62{ }

◆ HandStartHidingAnimated()

void HandStartHidingAnimated ( Man player = null,
HandStateBase parent = null,
WeaponActions action = WeaponActions.NONE,
int actionType = -1 )
inlineprivate
4 { }

◆ HandTakingAnimated_Show()

void HandTakingAnimated_Show ( Man player = null,
HandStateBase parent = null,
WeaponActions action = WeaponActions.NONE,
int actionType = -1 )
inlineprivate
10 {
11 m_Src = null;
12 m_Dst = null;
13 }
ref InventoryLocation m_Src
Definition HandAnimatedTakingFromAtt.c:6
ref InventoryLocation m_Dst
Definition HandAnimatedMovingToAtt.c:28
Definition EntityAI.c:95

Перекрестные ссылки m_Src.

◆ IsWaitingForActionFinish() [1/4]

override bool IsWaitingForActionFinish ( )
inlineprivate
107{ return true; }

◆ IsWaitingForActionFinish() [2/4]

override bool IsWaitingForActionFinish ( )
inlineprivate
21{ return m_ActionType == -1; }

◆ IsWaitingForActionFinish() [3/4]

override bool IsWaitingForActionFinish ( )
inlineprivate
75{ return true; }

◆ IsWaitingForActionFinish() [4/4]

override bool IsWaitingForActionFinish ( )
inlineprivate
63{ return true; }

◆ OnAbort() [1/4]

override void OnAbort ( HandEventBase e)
inlineprivate
90 {
91 m_Src1 = null;
92 m_Src2 = null;
93 m_Dst1 = null;
94 m_Dst2 = null;
95 super.OnAbort(e);
96 }
ref InventoryLocation m_Src2
Definition HandAnimatedForceSwapping.c:58
ref InventoryLocation m_Dst1
Definition HandAnimatedForceSwapping.c:59
ref InventoryLocation m_Dst2
Definition HandAnimatedForceSwapping.c:60
ref InventoryLocation m_Src1
Definition HandAnimatedForceSwapping.c:57

◆ OnAbort() [2/4]

override void OnAbort ( HandEventBase e)
inlineprivate
12 {
13 super.OnAbort(e);
14 }

◆ OnAbort() [3/4]

override void OnAbort ( HandEventBase e)
inlineprivate
64 {
65 m_Dst = null;
66 super.OnAbort(e);
67 }

◆ OnAbort() [4/4]

override void OnAbort ( HandEventBase e)
inlineprivate
50 {
51 m_Src = null;
52 m_Dst = null;
53 super.OnAbort(e);
54 }

Перекрестные ссылки m_Src.

◆ OnEntry() [1/4]

override void OnEntry ( HandEventBase e)
inlineprivate

TODO(kumarjac): THIS IS WHAT IS BEING CALLED FOR SOME REASON!!!!!

65 {
66 if (m_Src1 && m_Src2 && m_Dst1 && m_Dst2)
67 {
68 //InventoryLocation dummy;
69 //dummy.Copy(m_Dst2);
70 //if (GameInventory.CanForceSwapEntitiesEx(m_Src1.GetItem(), m_Dst1, m_Src2.GetItem(), dummy) && dummy == m_Dst2)
71 //{
72
74
76 e.m_Player.OnItemInHandsChanged();
77 //}
78 //else
79 //{
80 // if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] HandForceSwapingAnimated_Show - not allowed");
81 //}
82 }
83 else
84 Error("[hndfsm] HandForceSwappingAnimated_Show is not properly configured!");
85
86 super.OnEntry(e);
87 }
script counterpart to engine's class Inventory
Definition Inventory.c:79
static proto native bool LocationSwap(notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)
swaps two entities
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90

Перекрестные ссылки Error() и GameInventory::LocationSwap().

◆ OnEntry() [2/4]

override void OnEntry ( HandEventBase e)
inlineprivate
7 {
8 super.OnEntry(e);
9 }

◆ OnEntry() [3/4]

override void OnEntry ( HandEventBase e)
inlineprivate
31 {
32 Man player = e.m_Player;
33 if (m_Dst && m_Dst.IsValid())
34 {
35 EntityAI item = m_Dst.GetItem();
37 if (item.GetInventory().GetCurrentInventoryLocation(src))
38 {
40 {
42 player.OnItemInHandsChanged();
43 }
44 else
45 {
46 #ifdef DEVELOPER
48 {
49 Debug.InventoryHFSMLog("[hndfsm] HandAnimatedMoveToDst_W4T - not allowed");
50 }
51 #endif
52 }
53 }
54 else
55 Error("[hndfsm] " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " HandAnimatedMoveToDst_W4T - item " + item + " has no Inventory or Location, inv=" + item.GetInventory());
56 }
57 else
58 Error("[hndfsm] HandAnimatedMoveToDst_W4T - event has no valid m_Dst");
59
60 super.OnEntry(e);
61 }
Definition Debug.c:14
static void InventoryHFSMLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Definition Debug.c:196
Definition Building.c:6
static proto native bool LocationCanMoveEntity(notnull InventoryLocation src, notnull InventoryLocation dst)
queries if the entity contained in inv_loc.m_item can be moved to another location This is a shorthan...
static proto native bool LocationSyncMoveEntity(notnull InventoryLocation src_loc, notnull InventoryLocation dst_loc)
synchronously removes item from current inventory location and adds it to destination no anims involv...
InventoryLocation.
Definition InventoryLocation.c:28
Definition Debug.c:735
static bool IsInventoryHFSMLogEnable()
Definition Debug.c:809
Definition ObjectTyped.c:2

Перекрестные ссылки Error(), Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable(), GameInventory::LocationCanMoveEntity() и GameInventory::LocationSyncMoveEntity().

◆ OnEntry() [4/4]

override void OnEntry ( HandEventBase e)
inlineprivate
16 {
17 super.OnEntry(e);
18
19 if (m_Src)
20 {
21 if (m_Src.IsValid())
22 {
23 #ifdef DEVELOPER
25 {
26 Debug.InventoryHFSMLog("Action - STS = " + e.m_Player.GetSimulationTimeStamp(), e.ToString() , "n/a", "OnEntry", e.m_Player.ToString() );
27 }
28 #endif
29
30 //if (GameInventory.LocationCanMoveEntity(m_Src, m_Dst))
31 //{
33 e.m_Player.OnItemInHandsChanged();
34 //}
35 //else
36 //{
37 // if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] HandTakingAnimated_Show - not allowed");
38 //}
39 }
40 else
41 {
42 Error("[hndfsm] " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " HandTakingAnimated_Show m_Src=invalid, item not in bubble?");
43 }
44 }
45 else
46 Error("[hndfsm] HandTakingAnimated_Show, error - m_Src not configured");
47 }

Перекрестные ссылки Error(), Debug::InventoryHFSMLog(), LogManager::IsInventoryHFSMLogEnable(), GameInventory::LocationSyncMoveEntity() и m_Src.

◆ OnExit() [1/4]

override void OnExit ( HandEventBase e)
inlineprivate
99 {
100 m_Src1 = null;
101 m_Src2 = null;
102 m_Dst1 = null;
103 m_Dst2 = null;
104 super.OnExit(e);
105 }

◆ OnExit() [2/4]

override void OnExit ( HandEventBase e)
inlineprivate
17 {
18 super.OnExit(e);
19 }

◆ OnExit() [3/4]

override void OnExit ( HandEventBase e)
inlineprivate
70 {
71 m_Dst = null;
72 super.OnExit(e);
73 }

◆ OnExit() [4/4]

override void OnExit ( HandEventBase e)
inlineprivate
57 {
58 m_Src = null;
59 m_Dst = null;
60 super.OnExit(e);
61 }

Перекрестные ссылки m_Src.

Поля

◆ m_Dst

ref InventoryLocation m_Dst
private

◆ m_Dst1

ref InventoryLocation m_Dst1 = null
private

◆ m_Dst2

ref InventoryLocation m_Dst2 = null
private

◆ m_Src

ref InventoryLocation m_Src
private

◆ m_Src1

ref InventoryLocation m_Src1 = null
private

◆ m_Src2

ref InventoryLocation m_Src2 = null
private

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