Dayz 1.25
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Класс ActionCreateGreenhouseGardenPlot
+ Граф наследования:ActionCreateGreenhouseGardenPlot:

Закрытые члены

void ActionCreateGreenhouseGardenPlot ()
 
override void CreateConditionComponents ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (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)
 

Закрытые данные

GardenPlot m_GardenPlot
 
const float CAMERA_PITCH_THRESHOLD = -30
 

Подробное описание

Конструктор(ы)

◆ ActionCreateGreenhouseGardenPlot()

15 {
17 m_FullBody = true;
18 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DIGMANIPULATE;
19 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
21 m_Text = "#make_garden_plot";
22 }
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 ActionCreateGreenhouseGardenPlot.c:2
int m_CommandUID
Definition AnimatedActionBase.c:135
m_CallbackClass
Definition AnimatedActionBase.c:137
Definition ActionConstants.c:119
const float ROUGH_LOW
Definition ActionConstants.c:120
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::ROUGH_LOW.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
31 {
32 if ( !target )
33 return false;
34
35 if ( player.IsPlacingLocal() )
36 return false;
37
38 Object target_object = target.GetObject();
39
42
43 if ( target_object && ( greenHouse || polytunnel ) )
44 {
45 string action_selection = target_object.GetActionComponentName( target.GetComponentIndex() );
46 //Update selections in model, name the desired part Soil to improve action condition check
47 if ( action_selection != "soil" )
48 return false;
49
50 //check if there is any gardenplot objects in the current building
53 vector pos = target_object.GetPosition();
54 pos[1] = pos[1] - 1; //Lower by one meter for check if plot already present
55 GetGame().GetObjectsAtPosition3D( pos, 2, nearest_objects, proxy_cargos );
56
57 for ( int i = 0; i < nearest_objects.Count(); ++i )
58 {
59 Object object = nearest_objects.Get( i );
60
61 if ( object.IsInherited( GardenPlot ) )
62 {
63 return false;
64 }
65 }
66
67 return true;
68 }
69
70 return false;
71 }
class Land_Misc_Greenhouse extends BuildingSuper Land_Misc_Polytunnel()
Definition Land_Misc_Greenhouse.c:11
void Land_Misc_Greenhouse()
Definition Land_Misc_Greenhouse.c:12
Definition ObjectTyped.c:2
Definition EntityAI.c:95
Definition EnConvert.c:106
proto native CGame GetGame()

Перекрестные ссылки GetGame(), Land_Misc_Greenhouse() и Land_Misc_Polytunnel().

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
25 {
28 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINonRuined.c:2
Definition CCTCursor.c:2

Перекрестные ссылки m_ConditionItem и m_ConditionTarget.

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
74 {
78 Object targetObject = action_data.m_Target.GetObject();
79
80 vector position = targetObject.GetPosition();
81
82 //Depending on where we dig the required height offset is not the same
85
86 if ( polytunnel )
87 position[1] = position[1] - 1.15; //Lower Y position by roughly 1 meter to compensate for spawning location offset
88 else
89 position[1] = position[1] - 1.05;
90
91 vector orientation = targetObject.GetOrientation();
92
93 if ( GetGame().IsMultiplayer() )
94 {
96 if (tunnel)
97 {
98 m_GardenPlot = GardenPlot.Cast( GetGame().CreateObjectEx( "GardenPlotPolytunnel", position, ECE_KEEPHEIGHT ) );
99 }
100 else
101 {
102 m_GardenPlot = GardenPlot.Cast( GetGame().CreateObjectEx( "GardenPlotGreenhouse", position, ECE_KEEPHEIGHT ) );
103 }
104
105 m_GardenPlot.SetOrientation( orientation );
106 }
107 }
const int ECE_KEEPHEIGHT
Definition CentralEconomy.c:27
GardenPlot m_GardenPlot
Definition ActionCreateGreenhouseGardenPlot.c:11
Definition Building.c:6
Definition ActionDeployBase.c:2

Перекрестные ссылки ECE_KEEPHEIGHT, GetGame(), Land_Misc_Greenhouse(), Land_Misc_Polytunnel() и m_GardenPlot.

Поля

◆ CAMERA_PITCH_THRESHOLD

const float CAMERA_PITCH_THRESHOLD = -30
private

◆ m_GardenPlot

GardenPlot m_GardenPlot
private

Используется в OnFinishProgressServer().


Объявления и описания членов класса находятся в файле: