DayZ 1.26
DayZ Explorer by KGB
Загрузка...
Поиск...
Не найдено
Класс ActionContinuousBase
+ Граф наследования:ActionContinuousBase:

Защищенные члены

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)
 

Закрытые члены

void ActionContinuousBase ()
 
override void OnEndInput (ActionData action_data)
 
bool HasAlternativeInterrupt ()
 
bool UseAlternativeInterrupt (ActionData action_data)
 
bool IsCameraLockOnPerform ()
 
Vector2 GetCameraUDAngle ()
 
Vector2 GetCameraLRAngle ()
 
override GetInputType ()
 
override int GetActionCategory ()
 
override void OnAnimationEvent (ActionData action_data)
 
void OnStartAnimationLoop (ActionData action_data)
 
void OnEndAnimationLoop (ActionData action_data)
 
void OnFinishProgress (ActionData action_data)
 
- Закрытые члены унаследованные от AnimatedActionBase
void AnimatedActionBase ()
 
void OnAlternativeEndServer (PlayerBase player)
 
void OnAlternativeEndClient (PlayerBase player)
 
void OnInterruptServer (PlayerBase player)
 
void OnInterruptClient (PlayerBase player)
 
void OnExecute (ActionData action_data)
 
void OnExecuteServer (ActionData action_data)
 
void OnExecuteClient (ActionData action_data)
 
void OnAnimationEvent (ActionData action_data)
 
void CheckAnimationEvent (ActionData action_data)
 
override void OnUpdate (ActionData action_data)
 
override bool ActionConditionContinue (ActionData action_data)
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
int GetStanceMaskEx (PlayerBase player, ActionTarget target, ItemBase item)
 
int GetActionCommandEx (ActionData actionData)
 
int GetActionCommand (PlayerBase player)
 
int GetCommandOverride (ActionData actionData)
 
int GetStanceMaskOverride (ItemBase item)
 
 GetCallbackClassTypename ()
 
override bool HasProneException ()
 
void CreateAndSetupActionCallback (ActionData action_data)
 
override void Start (ActionData action_data)
 
override void Interrupt (ActionData action_data)
 
void OnJumpStart ()
 
void Do (ActionData action_data, int state)
 
override void End (ActionData action_data)
 
override void OnStartServer (ActionData action_data)
 
override void OnEndServer (ActionData action_data)
 
override float GetProgress (ActionData action_data)
 

Закрытые данные

PluginAdminLog m_AdminLog
 
- Закрытые данные унаследованные от AnimatedActionBase
int m_CommandUID
 
int m_CommandUIDProne
 
 m_CallbackClass
 

Подробное описание

Конструктор(ы)

◆ ActionContinuousBase()

void ActionContinuousBase ( )
inlineprivate
125 {
127 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_EAT;
128
129 if( GetGame() && GetGame().IsServer() )
130 {
131 m_AdminLog = PluginAdminLog.Cast( GetPlugin(PluginAdminLog) );
132 }
133 }
PluginBase GetPlugin(typename plugin_type)
Definition PluginManager.c:316
Definition ActionContinuousBase.c:2
PluginAdminLog m_AdminLog
Definition ActionContinuousBase.c:122
int m_CommandUID
Definition AnimatedActionBase.c:143
m_CallbackClass
Definition AnimatedActionBase.c:145
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
proto native CGame GetGame()

Перекрестные ссылки GetGame(), GetPlugin(), m_AdminLog, AnimatedActionBase::m_CallbackClass и AnimatedActionBase::m_CommandUID.

Методы

◆ GetActionCategory()

override int GetActionCategory ( )
inlineprivate
185 {
186 return AC_CONTINUOUS;
187 }
const int AC_CONTINUOUS
Definition _constants.c:3

Перекрестные ссылки AC_CONTINUOUS.

◆ GetCameraLRAngle()

Vector2 GetCameraLRAngle ( )
inlineprivate
174 {
175 Vector2 lrAngle = new Vector2(-70, 70);
176 return lrAngle;
177 }
Definition EntityAI.c:95
Definition Vector2.c:2

◆ GetCameraUDAngle()

Vector2 GetCameraUDAngle ( )
inlineprivate
166 {
167 Vector2 udAngle = new Vector2(-70, 45);
168 return udAngle;
169 }

◆ GetInputType()

override GetInputType ( )
inlineprivate
180 {
182 }
void ContinuousDefaultActionInput(PlayerBase player)
Definition ActionInput.c:606

Перекрестные ссылки ContinuousDefaultActionInput().

◆ HasAlternativeInterrupt()

bool HasAlternativeInterrupt ( )
inlineprivate
148 {
149 return false;
150 }

◆ IsCameraLockOnPerform()

bool IsCameraLockOnPerform ( )
inlineprivate
159 {
160 return true;
161 }

◆ OnAnimationEvent()

override void OnAnimationEvent ( ActionData action_data)
inlineprivate
190 {
191 super.OnAnimationEvent(action_data);
193 if (Class.CastTo(callback, action_data.m_Callback))
194 {
195 if (action_data.m_DelayedAnimationEventID == UA_IN_START)
196 {
198 callback.SetInLoop(true);
199 }
200 else if (action_data.m_DelayedAnimationEventID == UA_IN_END)
201 {
203 callback.SetInLoop(false);
204 }
205 }
206 }
void OnStartAnimationLoop(ActionData action_data)
Definition ActionContinuousBase.c:208
void OnEndAnimationLoop(ActionData action_data)
Definition ActionContinuousBase.c:226
Super root of all classes in Enforce script.
Definition EnScript.c:11
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
const int UA_IN_START
Definition constants.c:456
const int UA_IN_END
Definition constants.c:457

Перекрестные ссылки Class::CastTo(), OnEndAnimationLoop(), OnStartAnimationLoop(), UA_IN_END и UA_IN_START.

◆ OnEndAnimationLoop()

void OnEndAnimationLoop ( ActionData action_data)
inlineprivate
227 {
229 {
230 Debug.ActionLog("Time stamp: " + action_data.m_Player.GetSimulationTimeStamp(), this.ToString() , "n/a", "OnEndAnimationLoop", action_data.m_Player.ToString() );
231 }
232 if (GetGame().IsServer())
233 {
235 }
236 else
237 {
239 }
240 action_data.m_WasExecuted = false;
241 }
void OnEndAnimationLoopServer(ActionData action_data)
Definition ActionContinuousBase.c:276
void OnEndAnimationLoopClient(ActionData action_data)
Definition ActionContinuousBase.c:279
Definition Debug.c:14
static void ActionLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Definition Debug.c:141
Definition Debug.c:600
static bool IsActionLogEnable()
Definition Debug.c:644

Перекрестные ссылки Debug::ActionLog(), GetGame(), LogManager::IsActionLogEnable(), OnEndAnimationLoopClient() и OnEndAnimationLoopServer().

Используется в OnAnimationEvent().

◆ OnEndAnimationLoopClient()

void OnEndAnimationLoopClient ( ActionData action_data)
inlineprotected
280 {
281 }

Используется в OnEndAnimationLoop().

◆ OnEndAnimationLoopServer()

void OnEndAnimationLoopServer ( ActionData action_data)
inlineprotected
277 {
278 }

Используется в OnEndAnimationLoop().

◆ OnEndInput()

override void OnEndInput ( ActionData action_data)
inlineprivate
136 {
138 if( Class.CastTo(callback, action_data.m_Callback) )
139 {
140 if ( callback.GetState() != callback.STATE_LOOP_END && callback.GetState() != callback.STATE_LOOP_END2 )
141 {
142 callback.UserEndsAction();
143 }
144 }
145 }

Перекрестные ссылки Class::CastTo().

◆ OnFinishProgress()

void OnFinishProgress ( ActionData action_data)
inlineprivate
244 {
246 {
247 Debug.ActionLog("Time stamp: " + action_data.m_Player.GetSimulationTimeStamp(), this.ToString() , "n/a", "OnFinishProgress", action_data.m_Player.ToString() );
248 }
249 if (GetGame().IsServer())
250 {
252
253 if ( m_AdminLog )
254 {
255 m_AdminLog.OnContinouousAction( action_data );
256 }
257 }
258 else
259 {
261 }
262 action_data.m_WasExecuted = false;
263 }
void OnFinishProgressServer(ActionData action_data)
Definition ActionContinuousBase.c:283
void OnFinishProgressClient(ActionData action_data)
Definition ActionContinuousBase.c:287

Перекрестные ссылки Debug::ActionLog(), GetGame(), LogManager::IsActionLogEnable(), m_AdminLog, OnFinishProgressClient() и OnFinishProgressServer().

◆ OnFinishProgressClient()

void OnFinishProgressClient ( ActionData action_data)
inlineprotected
288 {
289 }

Используется в OnFinishProgress().

◆ OnFinishProgressServer()

void OnFinishProgressServer ( ActionData action_data)
inlineprotected
284 {
285 }

Используется в OnFinishProgress().

◆ OnStartAnimationLoop()

void OnStartAnimationLoop ( ActionData action_data)
inlineprivate
209 {
211 {
212 Debug.ActionLog("Time stamp: " + action_data.m_Player.GetSimulationTimeStamp(), this.ToString() , "n/a", "OnStartAnimationLoop", action_data.m_Player.ToString() );
213 }
214
215 if (GetGame().IsServer())
216 {
218 }
219 else
220 {
222 }
223 action_data.m_WasExecuted = false;
224 }
void OnStartAnimationLoopServer(ActionData action_data)
Definition ActionContinuousBase.c:266
void OnStartAnimationLoopClient(ActionData action_data)
Definition ActionContinuousBase.c:271

Перекрестные ссылки Debug::ActionLog(), GetGame(), LogManager::IsActionLogEnable(), OnStartAnimationLoopClient() и OnStartAnimationLoopServer().

Используется в OnAnimationEvent().

◆ OnStartAnimationLoopClient()

void OnStartAnimationLoopClient ( ActionData action_data)
inlineprotected
272 {
273 action_data.m_WasActionStarted = true;
274 }

Используется в OnStartAnimationLoop().

◆ OnStartAnimationLoopServer()

void OnStartAnimationLoopServer ( ActionData action_data)
inlineprotected
267 {
268 action_data.m_WasActionStarted = true;
269 }

Используется в OnStartAnimationLoop().

◆ UseAlternativeInterrupt()

bool UseAlternativeInterrupt ( ActionData action_data)
inlineprivate
153 {
154 return false;
155 }

Поля

◆ m_AdminLog

PluginAdminLog m_AdminLog
private

Используется в ActionContinuousBase() и OnFinishProgress().


Объявления и описания членов класса находятся в файле: