DayZ 1.26
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Файл SmptAnimMeta.c

См. исходные тексты.

Структуры данных

class  SmptAnimMetaBase
 
class  SmptAnimMetaADD
 

Перечисления

enum  eAnimFinishType { SUCCESS , FAILURE }
 

Функции

void SmptAnimMetaBase ()
 
void Init (ParamsReadContext ctx, SymptomManager manager, PlayerBase player)
 
bool IsPlaying ()
 
bool IsDestroyReqested ()
 
void AnimFinished (eAnimFinishType type)
 
EAnimPlayState PlayRequest ()
 
EAnimPlayState Play ()
 
void Update (HumanMovementState movement_state)
 

Переменные

enum eAnimFinishType m_IsPlaying
 
SymptomManager m_Manager
 
PlayerBase m_Player
 
int m_AnimID
 
int m_SymptomType
 
int m_StateType
 
bool m_DestroyRequested
 
bool m_Canceled
 
class SmptAnimMetaFB extends SmptAnimMetaBase m_CalledAnimStart
 

Перечисления

◆ eAnimFinishType

Элементы перечислений
SUCCESS 
FAILURE 
2{
5}
@ FAILURE
Definition SmptAnimMeta.c:4
@ SUCCESS
Definition SmptAnimMeta.c:3

Функции

◆ AnimFinished()

void AnimFinished ( eAnimFinishType type)
39 {
40 m_DestroyRequested = true;
42
43 if( type == eAnimFinishType.FAILURE)// <--------------- FAILED
44 {
45 if( m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer())
46 {
47 if( Symptom )
48 {
49 Symptom.AnimationPlayFailed();
50 }
51 }
52 }
53 else if( type == eAnimFinishType.SUCCESS)// <--------------- SUCCESS
54 {
55 if( m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer())
56 {
57 if( Symptom )
58 {
59 Symptom.AnimationFinish();
60 }
61 }
62 }
63 }
bool m_DestroyRequested
Definition SmptAnimMeta.c:15
PlayerBase m_Player
Definition SmptAnimMeta.c:11
SymptomManager m_Manager
Definition SmptAnimMeta.c:10
eAnimFinishType
Definition SmptAnimMeta.c:2
Definition EntityAI.c:95
Definition StateBase.c:2
SymptomBase GetCurrentPrimaryActiveSymptom()
Definition StateManager.c:533
DayZPlayerInstanceType
defined in C++
Definition dayzplayer.c:1068
proto native CGame GetGame()

Перекрестные ссылки SymptomManager::GetCurrentPrimaryActiveSymptom(), GetGame(), m_DestroyRequested, m_Manager и m_Player.

◆ Init()

override void Init ( ParamsReadContext ctx,
SymptomManager manager,
PlayerBase player )
23 {
26 }

Перекрестные ссылки m_Manager и m_Player.

◆ IsDestroyReqested()

bool IsDestroyReqested ( )
34 {
35 return m_DestroyRequested;
36 }

Перекрестные ссылки m_DestroyRequested.

◆ IsPlaying()

bool IsPlaying ( )
29 {
30 return m_IsPlaying;
31 }
enum eAnimFinishType m_IsPlaying

Перекрестные ссылки m_IsPlaying.

◆ Play()

override EAnimPlayState Play ( )
protected
145 {
146 HumanCommandActionCallback callback = m_Player.GetCommand_Action();
147 if (!callback)
148 {
149 callback = m_Player.GetCommandModifier_Action();
150 }
151 if( !callback )
152 {
153 HumanCommandWeapons hcw = m_Player.GetCommandModifier_Weapons();
154 if (hcw && !hcw.IsActionFinished())
155 return EAnimPlayState.FAILED;
156
157 HumanCommandAdditives ad = m_Player.GetCommandModifier_Additives();
158 if(ad)
159 {
160 //Print("------------------ Playing -----------------");
161 ad.StartModifier(m_AnimID);
162 m_IsPlaying = true;
163
164 return EAnimPlayState.OK;
165 }
166 }
167 return EAnimPlayState.FAILED;
168 }
int m_AnimID
Definition SmptAnimMeta.c:12
EAnimPlayState
Definition StateManager.c:37
Definition StateCB.c:2
Definition human.c:994
class HumanCommandWeapons HumanCommandAdditives()
Definition human.c:1112

Перекрестные ссылки HumanCommandAdditives(), m_AnimID, m_IsPlaying и m_Player.

Используется в UIScriptedMenu::Connect(), UIScriptedMenu::OnClick() и UIScriptedMenu::OnKeyPress().

◆ PlayRequest()

EAnimPlayState PlayRequest ( )
66 {
68
69 if(played == EAnimPlayState.FAILED)
70 {
72 }
73 return played;
74 }
EAnimPlayState Play()
Definition SmptAnimMeta.c:144
void OnAnimationFinished(eAnimFinishType type=eAnimFinishType.SUCCESS)
Definition StateManager.c:160

Перекрестные ссылки m_Manager, SymptomManager::OnAnimationFinished() и SmptAnimMetaBase::Play().

◆ SmptAnimMetaBase()

void SmptAnimMetaBase ( )
19 {
20 }

◆ Update()

override void Update ( HumanMovementState movement_state)
protected
171 {
172 if( m_IsPlaying )
173 {
174 HumanCommandAdditives ad = m_Player.GetCommandModifier_Additives();
175 if(!ad || !ad.IsModifierActive())
176 {
177 //Print("------------------ Not Playing -----------------");
179 }
180 else
181 {
183 {
185 m_CalledAnimStart = true;
186 }
187 }
188 }
189 }
class SmptAnimMetaFB extends SmptAnimMetaBase m_CalledAnimStart
void OnAnimationStarted()
Definition StateManager.c:168

Перекрестные ссылки HumanCommandAdditives(), m_CalledAnimStart, m_IsPlaying, m_Manager, m_Player, SymptomManager::OnAnimationFinished() и SymptomManager::OnAnimationStarted().

Переменные

◆ m_AnimID

int m_AnimID

Используется в SmptAnimMetaBase::Init(), SmptAnimMetaBase::Play() и Play().

◆ m_CalledAnimStart

class SmptAnimMetaFB extends SmptAnimMetaBase m_CalledAnimStart
protected

Используется в Update().

◆ m_Canceled

bool m_Canceled

Используется в SmptAnimMetaBase::Play().

◆ m_DestroyRequested

bool m_DestroyRequested

Используется в AnimFinished() и IsDestroyReqested().

◆ m_IsPlaying

enum eAnimFinishType m_IsPlaying

Используется в IsPlaying(), Play() и Update().

◆ m_Manager

SymptomManager m_Manager

Используется в AnimFinished(), Init(), PlayRequest() и Update().

◆ m_Player

PlayerBase m_Player

Используется в AnimFinished(), Init(), Play() и Update().

◆ m_StateType

int m_StateType

◆ m_SymptomType

int m_SymptomType

Используется в SymptomBase::OnInit().