DayZ 1.27
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Land_Underground_Stairs_Exit.c
См. документацию.
2{
4
6 //EffectSound m_OpenSoundLoop;
8
12
13 const string LOCKING_SOUNDSET = "UndergroundDoor_Lock_SoundSet";
14 const string OPENING_SOUNDSET_LOOP_IN = "UndergroundSmallExitDoor_Open_Start_SoundSet";
15 const string OPENING_SOUNDSET_LOOP = "UndergroundSmallExitDoor_Open_Loop_SoundSet";
16 const string OPENING_SOUNDSET_LOOP_OUT = "UndergroundSmallExitDoor_Open_End_SoundSet";
17
18 const string CLOSING_SOUNDSET_LOOP_IN = "UndergroundSmallExitDoor_Close_Start_SoundSet";
19 const string CLOSING_SOUNDSET_LOOP = "UndergroundSmallExitDoor_Close_Loop_SoundSet";
20 const string CLOSING_SOUNDSET_LOOP_OUT = "UndergroundSmallExitDoor_Close_End_SoundSet";
21
23 {
24 m_DoorType = EUndegroundDoorType.SMALL;
25 }
26
40
41 override float GetOpeningTime()
42 {
43 return AdjustTime(3);
44 }
45
47 {
48 switch (newState)
49 {
50 case EUndegroundEntranceState.OPENING_A:
52 SetAnimationPhase("EntranceDoor",1);
53 break;
54 case EUndegroundEntranceState.OPENING_B:
57 break;
58 case EUndegroundEntranceState.CLOSING_A:
60 m_AnimTimerDoorServer.Run(0, this, "OnUpdateServer", "OnFinishedTimerServer", GetOpeningTime(), false,1/ AdjustTime(1));
62 break;
63 case EUndegroundEntranceState.CLOSING_B:
66 break;
67 }
68 }
70 {
71 if (eff == m_CloseSoundIn)
72 {
73 PlaySoundSetLoop( m_CloseSoundLoop, CLOSING_SOUNDSET_LOOP, 0, 0 );
74 }
75 }
76
78 {
79 if (newState == EUndegroundEntranceState.OPENING_A)
80 {
81 PlaySoundSet( m_LockingSound, LOCKING_SOUNDSET, 0, 0 );
82 PlaySoundSet( m_OpenSoundIn, OPENING_SOUNDSET_LOOP_IN, 0, 0 );
83 }
84 else if (newState == EUndegroundEntranceState.OPENING_B)
85 {
86 if (m_OpenSoundIn)
87 m_OpenSoundIn.Stop();
88 PlaySoundSet( m_OpenSoundOut, OPENING_SOUNDSET_LOOP_OUT, 0, 0 );
89 }
90 else if (newState == EUndegroundEntranceState.CLOSING_A)
91 {
92 PlaySoundSet( m_CloseSoundIn, CLOSING_SOUNDSET_LOOP_IN, 0, 0 );
94 m_CloseSoundIn.Event_OnEffectEnded.Insert(SoundEnded);
95 }
96 else if (newState == EUndegroundEntranceState.CLOSING_B)
97 {
99 m_CloseSoundLoop.Stop();
100 PlaySoundSet( m_CloseSoundOut, CLOSING_SOUNDSET_LOOP_OUT, 0, 0 );
101 PlaySoundSet( m_LockingSound, LOCKING_SOUNDSET, 0, 0 );
102
103 }
104 }
105
106 override void CreateLights()
107 {
108 m_InteriorLight1 = EntranceLight.Cast(ScriptedLightBase.CreateLightAtObjMemoryPoint(EntranceLightStairs1, this, "Light1"));
109 m_InteriorLight2 = EntranceLight.Cast(ScriptedLightBase.CreateLightAtObjMemoryPoint(EntranceLightStairs2, this, "Light2"));
110 }
111
112}
void Effect()
ctor
Определения Effect.c:70
class EntranceLight extends PointLightBase EntranceLightStairs1()
Определения EntranceLight.c:22
void EntranceLight()
Определения EntranceLight.c:26
EUndegroundEntranceState
Определения Land_Underground_Entrance.c:2
AnimationTimer class. This timer is for animating float value. usage:
Определения tools.c:653
void UpdatePathgraphRegionByObject(Object object)
Определения Game.c:1199
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
EntranceLight m_InteriorLight2
Определения Land_Underground_Entrance.c:62
ref AnimationTimer m_AnimTimerDoorServer
Определения Land_Underground_Entrance.c:56
float AdjustTime(float originalTime, float adjustedTime=-1)
Определения Land_Underground_Entrance.c:154
EUndegroundDoorType m_DoorType
Определения Land_Underground_Entrance.c:59
EntranceLight m_InteriorLight1
Определения Land_Underground_Entrance.c:61
void RequestLatentTransition(float time, EUndegroundEntranceState targetState=EUndegroundEntranceState.UNINITIALIZED)
Определения Land_Underground_Entrance.c:177
override void HandleAudioPlayback(EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
Определения Land_Underground_Stairs_Exit.c:77
override void CreateLights()
Определения Land_Underground_Stairs_Exit.c:106
override void CleanUpOnClosedClient()
Определения Land_Underground_Stairs_Exit.c:27
const string OPENING_SOUNDSET_LOOP_IN
Определения Land_Underground_Stairs_Exit.c:14
const string OPENING_SOUNDSET_LOOP
Определения Land_Underground_Stairs_Exit.c:15
const string CLOSING_SOUNDSET_LOOP_IN
Определения Land_Underground_Stairs_Exit.c:18
override float GetOpeningTime()
Определения Land_Underground_Stairs_Exit.c:41
const string OPENING_SOUNDSET_LOOP_OUT
Определения Land_Underground_Stairs_Exit.c:16
const string CLOSING_SOUNDSET_LOOP_OUT
Определения Land_Underground_Stairs_Exit.c:20
void SoundEnded(Effect eff)
Определения Land_Underground_Stairs_Exit.c:69
const string CLOSING_SOUNDSET_LOOP
Определения Land_Underground_Stairs_Exit.c:19
override void OnDoorStateChangedServer(EUndegroundEntranceState newState)
Определения Land_Underground_Stairs_Exit.c:46
static bool DestroySound(EffectSound sound_effect)
Legacy, backwards compatibility.
Определения EffectManager.c:432
Manager class for managing Effect (EffectParticle, EffectSound)
Определения EffectManager.c:6
proto native CGame GetGame()