Dayz 1.25
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Класс CAContinuousFillFuel
+ Граф наследования:CAContinuousFillFuel:

Защищенные члены

void CAContinuousFillFuel (float quantity_used_per_second, float time_to_progress)
 
override void Setup (ActionData action_data)
 
override int Execute (ActionData action_data)
 
override int Cancel (ActionData action_data)
 
override float GetProgress ()
 
void CalcAndSetQuantity (ActionData action_data)
 

Защищенные данные

float m_ItemQuantity
 
float m_SpentQuantity
 
float m_SpentQuantity_total
 
float m_EmptySpace
 
float m_TimeElpased
 
float m_QuantityUsedPerSecond
 
float m_AdjustedQuantityUsedPerSecond
 
float m_DefaultTimeStep
 
ref Param1< floatm_SpentUnits
 
PlayerBase m_Player
 

Подробное описание

Конструктор(ы)

◆ CAContinuousFillFuel()

void CAContinuousFillFuel ( float quantity_used_per_second,
float time_to_progress )
inlineprotected
16 {
19 }
float m_QuantityUsedPerSecond
Definition CAContinuousFillFuel.c:8
float m_DefaultTimeStep
Definition CAContinuousFillFuel.c:10
Definition EntityAI.c:95

Перекрестные ссылки m_DefaultTimeStep и m_QuantityUsedPerSecond.

Методы

◆ CalcAndSetQuantity()

void CalcAndSetQuantity ( ActionData action_data)
inlineprotected
117 {
118
120
121 if ( m_SpentUnits )
122 {
125 }
126
127
128 if ( GetGame().IsServer() )
129 {
130 Car car = Car.Cast(action_data.m_Target.GetObject());
131 action_data.m_MainItem.AddQuantity( -m_SpentQuantity );
132 car.Fill( CarFluid.FUEL, (m_SpentQuantity * 0.001) );
133 }
134
135 m_SpentQuantity = 0;
136 }
CarFluid
Type of vehicle's fluid. (native, do not change or extend)
Definition Car.c:19
void SetACData(Param units)
Definition CABase.c:40
float m_SpentQuantity_total
Definition CAContinuousFillFuel.c:5
float m_SpentQuantity
Definition CAContinuousFillFuel.c:4
ref Param1< float > m_SpentUnits
Definition CAContinuousFillFuel.c:11
proto native CGame GetGame()

Перекрестные ссылки GetGame(), m_SpentQuantity, m_SpentQuantity_total, m_SpentUnits и CABase::SetACData().

◆ Cancel()

override int Cancel ( ActionData action_data)
inlineprotected
96 {
97 if ( !action_data.m_Player )
98 {
99 return UA_ERROR;
100 }
101
103 return UA_INTERRUPT;
104 }
void CalcAndSetQuantity()
Definition FireplaceBase.c:2622
const int UA_ERROR
Definition constants.c:455
const int UA_INTERRUPT
Definition constants.c:438

Перекрестные ссылки CalcAndSetQuantity(), UA_ERROR и UA_INTERRUPT.

◆ Execute()

override int Execute ( ActionData action_data)
inlineprotected
56 {
57 Car car = Car.Cast(action_data.m_Target.GetObject());
58
59 if ( !action_data.m_Player )
60 {
61 return UA_ERROR;
62 }
63
64 if ( m_ItemQuantity <= 0 )
65 {
66 return UA_FINISHED;
67 }
68 else
69 {
71 {
72 m_AdjustedQuantityUsedPerSecond = action_data.m_Player.GetSoftSkillsManager().SubtractSpecialtyBonus( m_QuantityUsedPerSecond, m_Action.GetSpecialtyWeight(), true);
74 m_TimeElpased += action_data.m_Player.GetDeltaT();
75
77 {
79 m_TimeElpased = 0;
80 //Setup(action_data); //reset data after repeat
81 }
82
83 return UA_PROCESSING;
84 }
85 else
86 {
89 return UA_FINISHED;
90 }
91 }
92 }
ActionBase m_Action
Definition CABase.c:3
void OnCompletePogress(ActionData action_data)
Definition CAContinuousBase.c:8
float m_AdjustedQuantityUsedPerSecond
Definition CAContinuousFillFuel.c:9
float m_ItemQuantity
Definition CAContinuousFillFuel.c:3
float m_TimeElpased
Definition CAContinuousFillFuel.c:7
const int UA_FINISHED
Definition constants.c:436
const int UA_PROCESSING
Definition constants.c:434

Перекрестные ссылки CalcAndSetQuantity(), CABase::m_Action, m_AdjustedQuantityUsedPerSecond, m_DefaultTimeStep, m_ItemQuantity, m_QuantityUsedPerSecond, m_SpentQuantity, m_SpentQuantity_total, m_TimeElpased, CAContinuousBase::OnCompletePogress(), UA_ERROR, UA_FINISHED и UA_PROCESSING.

◆ GetProgress()

override float GetProgress ( )
inlineprotected
108 {
109 if ( m_ItemQuantity <= 0 )
110 return 1;
111
113 }

Перекрестные ссылки m_ItemQuantity и m_SpentQuantity_total.

◆ Setup()

override void Setup ( ActionData action_data)
inlineprotected
23 {
24 m_Player = action_data.m_Player;
25
26 Car car = Car.Cast(action_data.m_Target.GetObject());
27
28 m_TimeElpased = 0;
30
31 if ( !m_SpentUnits )
32 {
33 m_SpentUnits = new Param1<float>( 0 );
34 }
35 else
36 {
37 m_SpentUnits.param1 = 0;
38 }
39
40 m_QuantityUsedPerSecond *= Math.Min(action_data.m_MainItem.GetLiquidThroughputCoef(),car.GetLiquidThroughputCoef());
41
42 float fuelCapacity = car.GetFluidCapacity( CarFluid.FUEL );
43 float currentFuel = car.GetFluidFraction( CarFluid.FUEL );
45
47 m_ItemQuantity = action_data.m_MainItem.GetQuantity();
48
51
52 }
float m_EmptySpace
Definition CAContinuousFillFuel.c:6
PlayerBase m_Player
Definition CAContinuousFillFuel.c:13
Definition EnMath.c:7
static proto float Min(float x, float y)
Returns smaller of two given values.

Перекрестные ссылки m_EmptySpace, m_ItemQuantity, m_Player, m_QuantityUsedPerSecond, m_SpentQuantity, m_SpentUnits, m_TimeElpased и Math::Min().

Поля

◆ m_AdjustedQuantityUsedPerSecond

float m_AdjustedQuantityUsedPerSecond
protected

Используется в Execute().

◆ m_DefaultTimeStep

float m_DefaultTimeStep
protected

Используется в CAContinuousFillFuel() и Execute().

◆ m_EmptySpace

float m_EmptySpace
protected

Используется в Setup().

◆ m_ItemQuantity

float m_ItemQuantity
protected

Используется в Execute(), GetProgress() и Setup().

◆ m_Player

PlayerBase m_Player
protected

Используется в Setup().

◆ m_QuantityUsedPerSecond

float m_QuantityUsedPerSecond
protected

Используется в CAContinuousFillFuel(), Execute() и Setup().

◆ m_SpentQuantity

float m_SpentQuantity
protected

Используется в CalcAndSetQuantity(), Execute() и Setup().

◆ m_SpentQuantity_total

float m_SpentQuantity_total
protected

Используется в CalcAndSetQuantity(), Execute() и GetProgress().

◆ m_SpentUnits

ref Param1<float> m_SpentUnits
protected

Используется в CalcAndSetQuantity() и Setup().

◆ m_TimeElpased

float m_TimeElpased
protected

Используется в Execute() и Setup().


Объявления и описания членов класса находятся в файле: