Dayz 1.25
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Класс ActionDeconstructShelter
+ Граф наследования:ActionDeconstructShelter:

Закрытые члены

void ActionDeconstructShelter ()
 
override void CreateConditionComponents ()
 
override GetInputType ()
 
override bool HasProgress ()
 
override bool HasAlternativeInterrupt ()
 
override bool ActionConditionContinue (ActionData action_data)
 
override ActionData CreateActionData ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnStart (ActionData action_data)
 
override void OnEnd (ActionData action_data)
 
override void OnFinishProgressServer (ActionData action_data)
 
override string GetAdminLogMessage (ActionData action_data)
 
- Закрытые члены унаследованные от ActionContinuousBase
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)
 

Подробное описание

Конструктор(ы)

◆ ActionDeconstructShelter()

void ActionDeconstructShelter ( )
inlineprivate
4 {
7 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DEPLOY_2HD;
8 m_FullBody = true;
9 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
10 m_Text = "#pack_tent";
11 }
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
float m_SpecialtyWeight
Definition ActionBase.c:68
int m_StanceMask
Definition ActionBase.c:53
Definition ActionPackTent.c:2
int m_CommandUID
Definition AnimatedActionBase.c:135
m_CallbackClass
Definition AnimatedActionBase.c:137
Definition ActionConstants.c:119
const float PRECISE_LOW
Definition ActionConstants.c:123
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, m_FullBody, m_SpecialtyWeight, m_StanceMask, m_Text и UASoftSkillsWeight::PRECISE_LOW.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
45 {
46 if (player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
47 return false;
48
49 Object targetObject = target.GetObject();
50 if (targetObject)
51 {
53 return shelter && shelter.CanBePacked();
54 }
55
56 return false;
57 }
eBrokenLegs
Definition EBrokenLegs.c:2
Definition ObjectTyped.c:2
Definition EntityAI.c:95
Definition Shelter.c:101

◆ ActionConditionContinue()

override bool ActionConditionContinue ( ActionData action_data)
inlineprivate
34 {
35 return true;
36 }

◆ CreateActionData()

override ActionData CreateActionData ( )
inlineprivate
39 {
41 return action_data;
42 }
Definition ActionDeployBase.c:2

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
14 {
17 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINone.c:2
Definition CCTCursor.c:2
Definition ActionConstants.c:105
const float DEFAULT
Definition ActionConstants.c:107

Перекрестные ссылки UAMaxDistances::DEFAULT, m_ConditionItem и m_ConditionTarget.

◆ GetAdminLogMessage()

override string GetAdminLogMessage ( ActionData action_data)
inlineprivate
81 {
82 return " packed " + action_data.m_Target.GetObject().GetDisplayName() + " with Hands ";
83 }

◆ GetInputType()

override GetInputType ( )
inlineprivate
20 {
22 }
Definition ActionInput.c:522

◆ HasAlternativeInterrupt()

override bool HasAlternativeInterrupt ( )
inlineprivate
29 {
30 return true;
31 }

◆ HasProgress()

override bool HasProgress ( )
inlineprivate
24 {
25 return true;
26 }

◆ OnEnd()

override void OnEnd ( ActionData action_data)
inlineprivate
67 {
68 super.OnEnd(action_data);
69
70 action_data.m_Player.TryHideItemInHands(false);
71 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
74 {
75 ShelterBase shelter = ShelterBase.Cast(action_data.m_Target.GetObject());
76 if (shelter)
77 shelter.Deconstruct();
78 }

◆ OnStart()

override void OnStart ( ActionData action_data)
inlineprivate
60 {
61 super.OnStart(action_data);
62
63 action_data.m_Player.TryHideItemInHands(true);
64 }

Объявления и описания членов класса находятся в файле: