DayZ 1.27
DayZ Explorer by KGB
 
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ActionUnfoldMap.c
См. документацию.
2{
8
15
17 {
18 if (GetGame() && GetGame().GetMission())
19 {
21 {
23 }
24 else
25 {
26 GetGame().GetMission().RemoveActiveInputExcludes({"loopedactions"}, false);
27 }
28 GetGame().GetMission().RemoveActiveInputRestriction(EInputRestrictors.MAP);
29 }
30
31 if (!m_ActionData || !m_ActionData.m_Player)
32 return;
33
34 ItemMap chernomap = ItemMap.Cast(m_ActionData.m_Player.GetItemInHands());
35 if (chernomap && m_ActionData.m_Player.IsMapOpen())
36 {
37 chernomap.SetMapStateOpen(false, m_ActionData.m_Player);
38 }
39 }
40
41 override void SetActionData(ActionData action_data)
42 {
43 m_ActionData = action_data;
44 m_InitMovementState = m_ActionData.m_Player.m_MovementState.m_iStanceIdx;
45 }
46
48 {
49 return m_CancelCondition;
50 }
51
52 override void OnStateChange(int pOldState, int pCurrentState)
53 {
54 if (!m_ActionData || !m_ActionData.m_Player)
55 return;
56
57 if ((pOldState == STATE_LOOP_IN && pCurrentState == STATE_LOOP_LOOP) && !m_HasReceivedEvent)
58 {
59 m_CancelCondition = true;
60 }
61 }
62
63 override void OnAnimationEvent(int pEventID)
64 {
65 if (!m_ActionData || !m_ActionData.m_Player)
66 return;
67
68 switch (pEventID)
69 {
70 case UA_ANIM_EVENT:
71 m_HasReceivedEvent = true;
72 m_FinalMovementState = m_ActionData.m_Player.m_MovementState.m_iStanceIdx;
73
74 if (StateCheck())
75 {
77 m_CancelCondition = false;
78 }
79 else
80 {
81 m_CancelCondition = true;
82 }
83 break;
84 }
85 }
86
87 override void OnFinish(bool pCanceled)
88 {
89 if (m_ActionData && m_ActionData.m_Player)
90 {
91 if (m_ActionData && m_ActionData.m_ActionComponent)
92 m_ActionData.m_State = m_ActionData.m_ActionComponent.Interrupt(m_ActionData);
93
94 if ((!GetGame().IsDedicatedServer()) && GetGame().GetUIManager() && GetGame().GetUIManager().IsMenuOpen(MENU_MAP))
95 {
97 }
98
99 ActionUnfoldMap action = ActionUnfoldMap.Cast(m_ActionData.m_Action);
102
103 m_ActionData.m_Player.SetMapClosingSyncSet(false); //reset
104
105 ItemMap chernomap = ItemMap.Cast(m_ActionData.m_Player.GetItemInHands());
106 if (chernomap && m_ActionData.m_Player.IsMapOpen())
107 {
108 chernomap.SetMapStateOpen(false, m_ActionData.m_Player);
109 }
110
111 if (action)
112 action.End(m_ActionData);
113 }
114 }
115
117 {
118 if (m_ActionData.m_Player.IsSwimming() || m_ActionData.m_Player.IsClimbing() || m_ActionData.m_Player.IsFalling() || m_ActionData.m_Player.IsClimbingLadder() || m_ActionData.m_Player.IsUnconscious() || m_ActionData.m_Player.IsRestrained())
119 return;
120
121 ItemMap chernomap = ItemMap.Cast(m_ActionData.m_Player.GetItemInHands());
122 if (chernomap)
123 {
124 if (!m_ActionData.m_Player.IsMapOpen() && !m_MapFolding)
125 {
126 if (m_CancelCondition) //do not open when cancelling in progress
127 return;
128
129 chernomap.SetMapStateOpen(true, m_ActionData.m_Player);
130
131 if (!GetGame().IsMultiplayer() || GetGame().IsServer())
132 {
133 //chernomap.SyncMapMarkers();
134 }
135
136 if (!GetGame().IsDedicatedServer())
137 {
138 UIManager m_UIManager;
139 UIScriptedMenu mapMenu;
140 m_UIManager = GetGame().GetUIManager();
141 m_UIManager.CloseAll();
143 {
144 mapMenu = m_UIManager.EnterScriptedMenu(MENU_MAP, null);
145 mapMenu.InitMapItem(chernomap);
146 mapMenu.LoadMapMarkers();
148 }
149 else
150 {
151 GetGame().GetMission().AddActiveInputExcludes({"loopedactions"});
152 }
153
154 GetGame().GetMission().AddActiveInputRestriction(EInputRestrictors.MAP);
155 }
156 }
157 else if (m_ActionData.m_Player.IsMapOpen())
158 {
159 chernomap.SetMapStateOpen(false, m_ActionData.m_Player);
160 m_MapFolding = true;
161 m_ActionData.m_Player.SetMapOpen(false);
162 }
163 }
164 }
165
167 {
169 }
170}
171
173{
174 void ActionUnfoldMap()
176 m_Text = "#unfold_map";
179 override bool IsInstant()
180 {
181 return false;
182 }
183
185 {
186 m_ConditionItem = new CCINonRuined();
187 m_ConditionTarget = new CCTNone();
189
190 override bool HasTarget()
191 {
192 return false;
193 }
194
195 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
196 {
197 if (player.m_hac || player.IsMapOpen())
198 {
199 return false;
200 }
201 return true;
202 }
203
204 override int GetActionCategory()
205 {
206 return AC_SINGLE_USE;
207 }
208
209 override void OnStartClient(ActionData action_data)
210 {
211 OpenMap(action_data);
212 }
214 override void OnStartServer(ActionData action_data)
215 {
216 super.OnStartServer(action_data);
217
218 OpenMap(action_data);
219 ItemMap chernomap = ItemMap.Cast(action_data.m_MainItem);
220 chernomap.SyncMapMarkers();
221 }
222
223 override void OnEndRequest(ActionData action_data)
225 action_data.m_Callback.InternalCommand(DayZPlayerConstants.CMD_ACTIONINT_END);
226 action_data.m_State = UA_FINISHED;
227 }
228
229 override void Interrupt(ActionData action_data)
230 {
231 if (action_data.m_Player.m_hac)
232 {
233 action_data.m_Player.m_hac.m_MapFolding = true;
234 action_data.m_Player.m_hac.PerformMapChange();
235 action_data.m_Player.m_hac.Cancel();
236 }
237 else //should never get here, End called from the callback
238 {
239 End(action_data);
240 }
241 }
242
243 void OpenMap(ActionData action_data)
244 {
245 if (!action_data.m_Player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_PRONE))
246 {
247 action_data.m_Player.m_hac = ActionUnfoldMapCB.Cast(action_data.m_Player.AddCommandModifier_Action(DayZPlayerConstants.CMD_ACTIONMOD_VIEWMAP,ActionUnfoldMapCB));
248 }
249 else
250 {
251 action_data.m_Player.m_hac = ActionUnfoldMapCB.Cast(action_data.m_Player.StartCommand_Action(DayZPlayerConstants.CMD_ACTIONFB_VIEWMAP,ActionUnfoldMapCB,DayZPlayerConstants.STANCEMASK_PRONE));
252 }
253
254 // sets player for associated callback to use
255 if (action_data.m_Player.m_hac)
256 {
257 action_data.m_Player.m_hac.SetActionData(action_data);
258 action_data.m_Callback = action_data.m_Player.m_hac;
260 }
261};
const int AC_SINGLE_USE
Определения _constants.c:2
ActionBase ActionData
Определения ActionBase.c:30
void Interrupt()
Определения ActionManagerBase.c:284
class ActionTargets ActionTarget
ActionUnfoldMapCB ActionBaseCB ActionUnfoldMap()
Определения ActionUnfoldMap.c:174
void OpenMap(ActionData action_data)
Определения ActionUnfoldMap.c:243
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
proto static native void End()
Finalizes the testing process.
bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionBase.c:403
void OnEndRequest(ActionData action_data)
Определения ActionBase.c:785
bool HasTarget()
Определения ActionBase.c:244
int GetActionCategory()
Определения ActionBase.c:278
void OnStartClient(ActionData action_data)
Определения ActionBase.c:1263
void OnStartServer(ActionData action_data)
Определения ActionBase.c:1266
bool IsInstant()
Определения ActionBase.c:262
void CreateConditionComponents()
Определения ActionBase.c:230
void ActionBaseCB()
Определения AnimatedActionBase.c:9
ActionData m_ActionData
Определения AnimatedActionBase.c:3
Определения ActionBase.c:53
bool m_CancelCondition
Определения ActionUnfoldMap.c:5
void ~ActionUnfoldMapCB()
Определения ActionUnfoldMap.c:16
bool m_MapFolding
Определения ActionUnfoldMap.c:3
void ActionUnfoldMapCB()
Определения ActionUnfoldMap.c:9
override void SetActionData(ActionData action_data)
Определения ActionUnfoldMap.c:41
int m_FinalMovementState
Определения ActionUnfoldMap.c:7
override void OnFinish(bool pCanceled)
Определения ActionUnfoldMap.c:87
override void OnAnimationEvent(int pEventID)
Определения ActionUnfoldMap.c:63
void PerformMapChange()
Определения ActionUnfoldMap.c:116
int m_InitMovementState
Определения ActionUnfoldMap.c:6
bool m_HasReceivedEvent
Определения ActionUnfoldMap.c:4
bool StateCheck()
Определения ActionUnfoldMap.c:166
bool CancelCondition()
Определения ActionUnfoldMap.c:47
override void OnStateChange(int pOldState, int pCurrentState)
Определения ActionUnfoldMap.c:52
Определения CCINonRuined.c:2
Определения CCTNone.c:2
proto native UIManager GetUIManager()
proto native Mission GetMission()
static bool GetUse3DMap()
Определения CfgGameplayHandler.c:382
Определения InventoryItem.c:731
Определения ChernarusMap_Open.c:2
void RemoveActiveInputRestriction(int restrictor)
void AddActiveInputRestriction(int restrictor)
void AddActiveInputExcludes(array< string > excludes)
void RemoveActiveInputExcludes(array< string > excludes, bool bForceSupress=false)
deprecated
Определения PlayerBaseClient.c:2
proto native UIScriptedMenu EnterScriptedMenu(int id, UIMenuPanel parent)
Create & open menu with specific id (see MenuID) and set its parent.
UIScriptedMenu FindMenu(int id)
Returns menu with specific ID if it is open (see MenuID)
Определения UIManager.c:160
bool CloseAll()
Close all opened menus.
Определения UIManager.c:78
Определения UIManager.c:2
override void LoadMapMarkers()
Определения MapMenu.c:322
override void InitMapItem(EntityAI item)
Определения MapMenu.c:168
Определения DayZGame.c:64
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
proto native CGame GetGame()
const int MENU_MAP
Определения constants.c:191
const int UA_FINISHED
Определения constants.c:464
const int UA_ANIM_EVENT
Определения constants.c:471
static const int STATE_LOOP_IN
looped state
Определения human.c:352
proto native void EnableCancelCondition(bool pEnable)
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange
static const int STATE_LOOP_LOOP
Определения human.c:353