Dayz 1.25
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Класс CarLightBase

Закрытые члены

void CarRearLight ()
 
void SetAsSegregatedBrakeLight ()
 
void SetAsSegregatedReverseLight ()
 
void CivilianSedanFrontLight ()
 
void Hatchback_02FrontLight ()
 
void Offroad_02FrontLight ()
 
void OffroadHatchbackFrontLight ()
 
void Sedan_02FrontLight ()
 
void Truck_01FrontLight ()
 

Закрытые данные

float m_SegregatedBrakeBrightness = 2
 
float m_SegregatedBrakeRadius = 6
 
float m_SegregatedBrakeAngle = 180
 
vector m_SegregatedBrakeColorRGB = Vector(1, 0.05, 0.05)
 

Подробное описание

Методы

◆ CarRearLight()

void CarRearLight ( )
inlineprivate
10 {
11 // These are just some default values which can be overwrittend down in the hierarchy.
12 // Reverse light only
13 m_SegregatedBrightness = 2;
14 m_SegregatedRadius = 10;
15 m_SegregatedAngle = 180;
16 m_SegregatedColorRGB = Vector(1.0, 1.0, 1.0);
17
18 // Brake & Revese lights combined
19 m_AggregatedBrightness = 2.5;
20 m_AggregatedRadius = 12;
21 m_AggregatedAngle = 180;
22 m_AggregatedColorRGB = Vector(1.0, 0.5, 0.5);
23
24 FadeIn(0.1);
25 SetFadeOutTime(0.1);
26 SetVisibleDuringDaylight(false);
27 SetCastShadow(false);
28 SetFlareVisible(false);
29 EnableSpecular(false); // Specular is disabled because it causes ugly shining on cars
30
31 SegregateLight();
32 }
proto native vector Vector(float x, float y, float z)
Vector constructor from components.

Перекрестные ссылки Vector().

◆ CivilianSedanFrontLight()

void CivilianSedanFrontLight ( )
inlineprivate
4 {
5 m_SegregatedBrightness = 5;
6 m_SegregatedRadius = 65;
7 m_SegregatedAngle = 90;
8 m_SegregatedColorRGB = Vector(1.0, 0.8, 0.8);
9
10 m_AggregatedBrightness = 10;
11 m_AggregatedRadius = 80;
12 m_AggregatedAngle = 100;
13 m_AggregatedColorRGB = Vector(1.0, 0.8, 0.8);
14
15 FadeIn(0.3);
16 SetFadeOutTime(0.25);
17
18 SegregateLight();
19 }

Перекрестные ссылки Vector().

◆ Hatchback_02FrontLight()

void Hatchback_02FrontLight ( )
inlineprivate
4 {
5 m_SegregatedBrightness = 6;
6 m_SegregatedRadius = 65;
7 m_SegregatedAngle = 80;
8 m_SegregatedColorRGB = Vector(0.8, 0.8, 1);
9
10 m_AggregatedBrightness = 12;
11 m_AggregatedRadius = 90;
12 m_AggregatedAngle = 90;
13 m_AggregatedColorRGB = Vector(0.8, 0.8, 1);
14
15 FadeIn(0.3);
16 SetFadeOutTime(0.25);
17
18 SegregateLight();
19 }

Перекрестные ссылки Vector().

◆ Offroad_02FrontLight()

void Offroad_02FrontLight ( )
inlineprivate
4 {
5 m_SegregatedBrightness = 5;
6 m_SegregatedRadius = 75;
7 m_SegregatedAngle = 90;
8 m_SegregatedColorRGB = Vector(0.85, 0.85, 0.58);
9
10 m_AggregatedBrightness = 10;
11 m_AggregatedRadius = 100;
12 m_AggregatedAngle = 120;
13 m_AggregatedColorRGB = Vector(0.85, 0.85, 0.58);
14
15 FadeIn(0.1);
16 SetFadeOutTime(0.05);
17
18 SegregateLight();
19 }

Перекрестные ссылки Vector().

◆ OffroadHatchbackFrontLight()

void OffroadHatchbackFrontLight ( )
inlineprivate
4 {
5 m_SegregatedBrightness = 5;
6 m_SegregatedRadius = 55;
7 m_SegregatedAngle = 110;
8 m_SegregatedColorRGB = Vector(1.0, 0.8, 0.6);
9
10 m_AggregatedBrightness = 10;
11 m_AggregatedRadius = 75;
12 m_AggregatedAngle = 120;
13 m_AggregatedColorRGB = Vector(1.0, 0.8, 0.6);
14
15 FadeIn(0.3);
16 SetFadeOutTime(0.25);
17
18 SegregateLight();
19 }

Перекрестные ссылки Vector().

◆ Sedan_02FrontLight()

void Sedan_02FrontLight ( )
inlineprivate
4 {
5 m_SegregatedBrightness = 4;
6 m_SegregatedRadius = 75;
7 m_SegregatedAngle = 90;
8 m_SegregatedColorRGB = Vector(0.95, 0.95, 0.78);
9
10 m_AggregatedBrightness = 8;
11 m_AggregatedRadius = 100;
12 m_AggregatedAngle = 120;
13 m_AggregatedColorRGB = Vector(0.95, 0.95, 0.78);
14
15 FadeIn(0.1);
16 SetFadeOutTime(0.05);
17
18 SegregateLight();
19 }

Перекрестные ссылки Vector().

◆ SetAsSegregatedBrakeLight()

void SetAsSegregatedBrakeLight ( )
inlineprivate
35 {
36 SetRadiusTo(m_SegregatedBrakeRadius);
37 SetSpotLightAngle(m_SegregatedBrakeAngle);
38 SetBrightnessTo(m_SegregatedBrakeBrightness);
41 SetFadeOutTime(0.1);
42 SetFlareVisible(false);
43 }
float m_SegregatedBrakeBrightness
Definition CarRearLightBase.c:4
vector m_SegregatedBrakeColorRGB
Definition CarRearLightBase.c:7
float m_SegregatedBrakeAngle
Definition CarRearLightBase.c:6
float m_SegregatedBrakeRadius
Definition CarRearLightBase.c:5

◆ SetAsSegregatedReverseLight()

void SetAsSegregatedReverseLight ( )
inlineprivate
46 {
47 SetRadiusTo(m_SegregatedRadius);
48 SetSpotLightAngle(m_SegregatedAngle);
49 SetBrightnessTo(m_SegregatedBrightness);
50 SetAmbientColor(m_SegregatedColorRGB[0], m_SegregatedColorRGB[1], m_SegregatedColorRGB[2]);
51 SetDiffuseColor(m_SegregatedColorRGB[0], m_SegregatedColorRGB[1], m_SegregatedColorRGB[2]);
52 SetFadeOutTime(0.1);
53 SetFlareVisible(false);
54 }

◆ Truck_01FrontLight()

void Truck_01FrontLight ( )
inlineprivate
4 {
5 m_SegregatedBrightness = 4;
6 m_SegregatedRadius = 75;
7 m_SegregatedAngle = 90;
8 m_SegregatedColorRGB = Vector(0.90, 0.90, 0.68);
9
10 m_AggregatedBrightness = 8;
11 m_AggregatedRadius = 100;
12 m_AggregatedAngle = 120;
13 m_AggregatedColorRGB = Vector(0.90, 0.90, 0.68);
14
15 FadeIn(0.1);
16 SetFadeOutTime(0.05);
17
18 SegregateLight();
19 }

Перекрестные ссылки Vector().

Поля

◆ m_SegregatedBrakeAngle

float m_SegregatedBrakeAngle = 180
private

◆ m_SegregatedBrakeBrightness

float m_SegregatedBrakeBrightness = 2
private

◆ m_SegregatedBrakeColorRGB

vector m_SegregatedBrakeColorRGB = Vector(1, 0.05, 0.05)
private

◆ m_SegregatedBrakeRadius

float m_SegregatedBrakeRadius = 6
private

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