Dayz 1.25
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Класс DayZIntroScene
+ Граф наследования:DayZIntroScene:

Защищенные члены

void DayZIntroScene ()
 
void ~DayZIntroScene ()
 
IntroSceneCharacter GetIntroCharacter ()
 
Camera GetIntroCamera ()
 
void ResetIntroCamera ()
 
void SetInitPostprocesses ()
 Since this can get created at the same time as DayZGame, non-static postprocesses need to be deffered.
 
void GetSelectedUserName ()
 
vector SwapYZ (vector vec)
 
vector SnapToGround (vector pos)
 

Защищенные данные

ref IntroSceneCharacter m_Character
 
Camera m_Camera
 
vector m_CameraTrans [4]
 
vector m_CharacterPos
 
vector m_CharacterRot
 
Weather m_Weather
 
vector m_Target
 
ref OptionsMenu m_OptionsMenu
 

Дополнительные унаследованные члены

- Закрытые члены унаследованные от Managed
void IntroSceneCharacter ()
 
void ~IntroSceneCharacter ()
 
bool IsDefaultCharacter ()
 
void SetToDefaultCharacter ()
 
void SetCharacterID (int char_id)
 
int GetCharacterID ()
 
PlayerBase GetCharacterObj ()
 
TStringArray GetCharGenderList ()
 
TStringArray GetCharList (ECharGender gender)
 
TStringArray GetCharShirtsList ()
 
TStringArray GetCharPantsList ()
 
TStringArray GetCharShoesList ()
 
void SetCharacterGender (ECharGender gender)
 
bool IsCharacterFemale ()
 
ECharGender GetCharacterGender ()
 
vector GetPosition ()
 
int GetNextCharacterID ()
 
int GetPrevCharacterID ()
 
void CreateNewCharacterRandom ()
 
void CreateNewCharacterById (int character_id)
 
void CreateNewCharacterByName (string character_name, bool randomize_equip=true)
 
void CreateDefaultCharacter ()
 
void GetLastPlayedServer (int characterID, out string address, out string name, out int port)
 
void CreateNewCharacter ()
 
void LoadCharacterData (vector char_pos, vector char_rot, bool default_char=false)
 Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'.
 
void CharacterUnload ()
 
void CharacterLoad (int character_id, vector char_pos, vector char_rot)
 
void SetupPlayerName (bool new_name)
 
void SetAttachment (string type, int slot)
 
string GetCharacterNameById (int char_id)
 
string GetCharacterName ()
 
void SaveCharName (string name)
 
void SaveDefaultCharacter ()
 
void TransferValues (PlayerBase player)
 
void Init ()
 
void OnScheduledTick (float deltatime)
 
void CheckValues ()
 
float GetBlood ()
 
float GetHealth ()
 
void CheckHealth ()
 
void CheckBlood ()
 
void SendInitValues ()
 Sends values on object creation.
 
void SendValue (int value_type, float value)
 
void ReceiveValue (int value_type, float value)
 
void OnRPC (ParamsReadContext ctx)
 
void ShowDebugValues (bool show)
 
void BleedingIndicator (int source_ID, int severity, GameplayEffectsDataBleeding parent)
 
void InitIndicator (vector position)
 
void StopIndicator (bool instant=false)
 
void StartRunningDrops ()
 
bool IsRunningDrops ()
 Are any drops currently being animated?
 
void TrySpawnNextDrop ()
 
void ResetSequence ()
 
void ResetIndicator ()
 
void Update (float timeSlice)
 
bool GetEndNow ()
 
int GetSeverity ()
 
void GameplayEffectsData (array< ref Widget > input, int type, int user_override=-1)
 
void Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1)
 
array< ref WidgetGetWidgetSet ()
 
int GetWidgetSetType ()
 
int GetWidgetSetID ()
 
bool HasDefinedHandle ()
 Returns 'true' if this class contains update info.
 
bool DataInitialized ()
 
void UpdateVisibility (bool state)
 
void RegisterData (Param p)
 
void Update (float timeSlice=0, Param p=null, int handle=-1)
 
void ForceStop ()
 
- Закрытые данные унаследованные от Managed
int m_CharacterId
 
string m_CharacterType
 
MenuData m_CharacterDta
 
PlayerBase m_CharacterObj
 
vector m_CharacterPos
 
vector m_CharacterRot
 
ref TStringArray m_CharGenderList = new TStringArray
 
ref TStringArray m_CharShirtList = new TStringArray
 
ref TStringArray m_CharPantsList = new TStringArray
 
ref TStringArray m_CharShoesList = new TStringArray
 
ref map< ECharGender, ref array< string > > m_Characters = new map<ECharGender, ref array<string>>
 
ECharGender m_CharGender
 
bool m_InitialSyncSent
 
bool m_Initialized
 
bool m_Terminating = false
 
bool m_EndNow = false
 
bool m_IsRunning = false
 
int m_DropSpawnsQueued
 
int m_ActiveDropsCount
 
int m_Severity
 
int m_SourceID
 
GameplayEffectsDataBleeding m_ParentMetaData
 
array< floatm_DropProbabilityArray
 
float m_AverageFrequency
 
float m_SequenceTick
 
float m_SequenceDuration
 
float m_TimeElapsedTotal
 
float m_TimeElapsedSequence
 
float m_LastDropSpawnTime
 
float m_DropSpawnMinDelay
 
float m_DropSpawnMaxDelay
 
int m_CurrentDropProbabilityStep
 
int m_DropProbabilityRollsCount
 
vector m_BasePosition
 
ref set< ref BleedingIndicatorDropDatam_ActiveDrops
 
ref set< intm_CleanupQueue
 
ref array< ref Widgetm_WidgetArray
 
int m_Type
 
int m_WidgetSetIdentifier
 
Widget m_LayoutRoot
 

Подробное описание

Конструктор(ы)

◆ DayZIntroScene()

void DayZIntroScene ( )
inlineprotected
14 {
15 string root_path = "cfgCharacterScenes " + g_Game.GetWorldName();
16
17 int count = g_Game.ConfigGetChildrenCount(root_path);
18 int index = Math.RandomInt(0, count - 1);
19 string childName;
20 g_Game.ConfigGetChildName(root_path, index, childName);
21
22 string scene_path = root_path + " " + childName;
23 m_Target = SwapYZ(g_Game.ConfigGetVector(scene_path + " target"));
24 vector position = SwapYZ(g_Game.ConfigGetVector(scene_path + " position"));
27 g_Game.ConfigGetIntArray(scene_path + " date", date);
28 float fov = g_Game.ConfigGetFloat(scene_path + " fov");
29 float overcast = g_Game.ConfigGetFloat(scene_path + " overcast");
30 float rain = g_Game.ConfigGetFloat(scene_path + " rain");
31 float fog = g_Game.ConfigGetFloat(scene_path + " fog");
32 float windspeed = -1;
33 if ( g_Game.ConfigIsExisting(scene_path + " windspeed") ) windspeed = g_Game.ConfigGetFloat(scene_path + " windspeed");
34 g_Game.ConfigGetFloatArray(scene_path + " storm", storm);
35
36 World world = g_Game.GetWorld();
37
38 if (world && date.Count() >= 5)
39 {
40 world.SetDate(date.Get(0), date.Get(1), date.Get(2), date.Get(3), date.Get(4));
41 }
42
43 GetGame().ObjectDelete( m_Camera );
44 Class.CastTo(m_Camera, g_Game.CreateObject("staticcamera", SnapToGround(position), true)); //Vector(position[0] , position[1] + 1, position[2])
45
47
48 if (m_Camera)
49 {
50 //m_Camera.SetPosition(Vector(m_Camera.GetPosition()[0],m_Camera.GetPosition()[1]+0,m_Camera.GetPosition()[2]));
51 m_Camera.LookAt(m_Target);
52 m_Camera.SetFOV(fov);
53 m_Camera.SetFocus(5.0, 0.0); //5.0, 1.0
54
55 m_Camera.SetActive(true);
56
58 m_CameraTrans[3] = m_Camera.GetPosition();
59 m_CharacterPos = Vector(0.685547, -0.988281, 3.68823).Multiply4(m_CameraTrans);
60
61 float pos_x = m_CharacterPos[0];
62 float pos_z = m_CharacterPos[2];
63 float pos_y = GetGame().SurfaceY(pos_x, pos_z);
66
67 vector to_cam_dir = m_Camera.GetPosition() - m_CharacterPos;
69 }
70
71 m_Weather = g_Game.GetWeather();
72 m_Weather.GetOvercast().SetLimits( overcast, overcast );
73 m_Weather.GetRain().SetLimits( rain, rain );
74 m_Weather.GetFog().SetLimits( fog, fog );
75
76 m_Weather.GetOvercast().Set( overcast, 0, 0);
77 m_Weather.GetRain().Set( rain, 0, 0);
78 m_Weather.GetFog().Set( fog, 0, 0);
79
80 if ( storm.Count() == 3 )
81 {
82 m_Weather.SetStorm(storm.Get(0),storm.Get(1),storm.Get(2));
83 }
84
85 if ( windspeed != -1 )
86 {
90 }
91
93 m_Character.LoadCharacterData(m_CharacterPos, m_CharacterRot);
94
95 PPEffects.Init(); //Deprecated, left in for legacy purposes only
96
98 }
DayZGame g_Game
Definition DayZGame.c:3746
Super root of all classes in Enforce script.
Definition EnScript.c:11
Camera m_Camera
Definition DayZIntroScene.c:4
vector m_Target
Definition DayZIntroScene.c:9
void SetInitPostprocesses()
Since this can get created at the same time as DayZGame, non-static postprocesses need to be deffered...
Definition DayZIntroScene.c:135
vector m_CharacterPos
Definition DayZIntroScene.c:6
vector SnapToGround(vector pos)
Definition DayZIntroScene.c:168
ref IntroSceneCharacter m_Character
Definition DayZIntroScene.c:3
vector m_CharacterRot
Definition DayZIntroScene.c:7
vector SwapYZ(vector vec)
Definition DayZIntroScene.c:157
Weather m_Weather
Definition DayZIntroScene.c:8
vector m_CameraTrans[4]
Definition DayZIntroScene.c:5
void IntroSceneCharacter()
Definition IntroSceneCharacter.c:19
Definition EnMath3D.c:28
Definition EnMath.c:7
Deprecated; 'PPEManager' used instead.
Definition PPEffects.c:3
static void Init()
Definition PPEffects.c:52
Definition EntityAI.c:95
proto native void SetStorm(float density, float threshold, float timeOut)
Sets the thunderstorm properties.
proto native void SetWindFunctionParams(float fnMin, float fnMax, float fnSpeed)
Sets function parameters that controls the wind behaviour (change in time).
proto native void SetWindMaximumSpeed(float maxSpeed)
Sets the maximal wind speed in metre per second.
proto native void SetWindSpeed(float speed)
Sets the actual wind speed in metre per second.
proto native Overcast GetOvercast()
Returns an overcast phenomenon object.
proto native Rain GetRain()
Returns a rain phenomenon object.
proto native Fog GetFog()
Returns a fog phenomenon object.
Definition World.c:2
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Definition IsBoxCollidingGeometryProxyClasses.c:28
Definition EnConvert.c:106
proto native CGame GetGame()
array< float > TFloatArray
Definition EnScript.c:686
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
array< int > TIntArray
Definition EnScript.c:687
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto void DirectionAndUpMatrix(vector dir, vector up, out vector mat[4])
Creates rotation matrix from direction and up vector.
static void MatrixIdentity4(out vector mat[4])
Creates identity matrix.
Definition EnMath3D.c:256
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
static proto float Atan2(float y, float x)
Returns angle in radians from tangent.
static const float RAD2DEG
Definition EnMath.c:16
const int CALL_CATEGORY_GUI
Definition tools.c:9

Перекрестные ссылки Math::Atan2(), CALL_CATEGORY_GUI, Class::CastTo(), Math3D::DirectionAndUpMatrix(), g_Game, Weather::GetFog(), GetGame(), Weather::GetOvercast(), Weather::GetRain(), PPEffects::Init(), Managed::IntroSceneCharacter(), m_Camera, m_CameraTrans, m_Character, m_CharacterPos, m_CharacterRot, m_Target, m_Weather, Math3D::MatrixIdentity4(), Math::RAD2DEG, Math::RandomInt(), SetInitPostprocesses(), Weather::SetStorm(), Weather::SetWindFunctionParams(), Weather::SetWindMaximumSpeed(), Weather::SetWindSpeed(), SnapToGround(), SwapYZ() и Vector().

◆ ~DayZIntroScene()

void ~DayZIntroScene ( )
inlineprotected
101 {
104 }
PPERequesterCategory
Definition PPEConstants.c:28
Static component of PPE manager, used to hold the instance.
Definition PPEManager.c:3
static PPEManager GetPPEManager()
Returns the manager instance singleton.
Definition PPEManager.c:27

Перекрестные ссылки PPEManagerStatic::GetPPEManager().

Методы

◆ GetIntroCamera()

Camera GetIntroCamera ( )
inlineprotected
118 {
119 return m_Camera;
120 }

Перекрестные ссылки m_Camera.

Используется в UIScriptedMenu::OnShow() и ResetIntroCamera().

◆ GetIntroCharacter()

◆ GetSelectedUserName()

void GetSelectedUserName ( )
inlineprotected
141 {
142 string name;
143 BiosUserManager user_manager = GetGame().GetUserManager();
144 if( user_manager )
145 {
146 BiosUser user = user_manager.GetSelectedUser();
147 if( user )
148 {
149 g_Game.SetPlayerGameName( user.GetName() );
150 return;
151 }
152 }
154 }
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
Definition BiosUserManager.c:9
Definition BiosUserManager.c:17
Definition constants.c:615
const string DEFAULT_CHARACTER_NAME
Definition constants.c:841

Перекрестные ссылки GameConstants::DEFAULT_CHARACTER_NAME, g_Game, GetGame() и name.

◆ ResetIntroCamera()

void ResetIntroCamera ( )
inlineprotected
126 {
128 {
129 GetIntroCamera().LookAt( GetIntroCharacter().GetPosition() + Vector( 0, 1, 0 ) );
130 //GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater( SceneCharacterSetPos, 250 );
131 }
132 }
IntroSceneCharacter GetIntroCharacter()
Definition DayZIntroScene.c:109
Camera GetIntroCamera()
Definition DayZIntroScene.c:117
vector GetPosition()
Definition IntroSceneCharacter.c:129
PlayerBase GetCharacterObj()
Definition IntroSceneCharacter.c:57

Перекрестные ссылки Managed::GetCharacterObj(), GetIntroCamera(), GetIntroCharacter(), Managed::GetPosition() и Vector().

Используется в UIScriptedMenu::Init().

◆ SetInitPostprocesses()

void SetInitPostprocesses ( )
inlineprotected

Since this can get created at the same time as DayZGame, non-static postprocesses need to be deffered.

136 {
138 }

Используется в DayZIntroScene().

◆ SnapToGround()

vector SnapToGround ( vector pos)
inlineprotected
169 {
170 float pos_x = pos[0];
171 float pos_z = pos[2];
172 float pos_y = GetGame().SurfaceY(pos_x, pos_z);
174 tmp_pos[1] = tmp_pos[1] + pos[1];
175
176 return tmp_pos;
177 }

Перекрестные ссылки GetGame() и Vector().

Используется в DayZIntroScene().

◆ SwapYZ()

vector SwapYZ ( vector vec)
inlineprotected
158 {
159 vector tmp;
160 tmp[0] = vec[0];
161 tmp[1] = vec[2];
162 tmp[2] = vec[1];
163
164 return tmp;
165 }

Используется в DayZIntroScene().

Поля

◆ m_Camera

Camera m_Camera
protected

◆ m_CameraTrans

vector m_CameraTrans[4]
protected

Используется в DayZIntroScene().

◆ m_Character

◆ m_CharacterPos

vector m_CharacterPos
protected

Используется в DayZIntroScene() и DayZIntroScenePC::DayZIntroScenePC().

◆ m_CharacterRot

◆ m_OptionsMenu

ref OptionsMenu m_OptionsMenu
protected

◆ m_Target

vector m_Target
protected

Используется в DayZIntroScene().

◆ m_Weather

Weather m_Weather
protected

Используется в DayZIntroScene().


Объявления и описания членов класса находятся в файле: