DayZ 1.27
DayZ Explorer by KGB
 
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◆ Init()

override void Init ( )
protected

Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)

pre-init arrays

См. определение в файле DayZPlayerInventory.c строка 203

204 {
206 {
207 hndDebugPrint("[hndfsm] Creating DayZPlayer Inventory FSM");
208 }
209
210 CreateStableStates(); // stable states needs to be created first
211
212 m_Taking = new HandAnimatedTakingFromAtt(GetManOwner(), null);
213 m_MovingTo = new HandAnimatedMovingToAtt(GetManOwner(), null);
214 m_Swapping = new HandAnimatedSwapping(GetManOwner(), null);
215 m_FSwapping = new HandAnimatedForceSwapping(GetManOwner(), null);
216 m_FSwappingInst = new HandAnimatedForceSwapping_Inst(GetManOwner(), null);
217
218 // events
219 HandEventBase _fin_ = new HandEventHumanCommandActionFinished;
220 HandEventBase _abt_ = new HandEventHumanCommandActionAborted;
221 HandEventBase __T__ = new HandEventTake;
222 HandEventBase __M__ = new HandEventMoveTo;
223 HandEventBase __W__ = new HandEventSwap;
224 //HandEventBase __D__ = new HandEventDropping;
225 HandEventBase __Xd_ = new HandEventDestroyed;
226 HandEventBase __F__ = new HandEventForceSwap;
227
228 // setup transitions
229 m_FSM.AddTransition(new HandTransition( m_Empty , __T__, m_Taking, NULL, new HandSelectAnimationOfTakeToHandsEvent(GetManOwner())));
230 m_FSM.AddTransition(new HandTransition( m_Taking , _fin_, m_Empty, null, new HandGuardNot(new HandGuardHasItemInHands(GetManOwner()))));
231 m_FSM.AddTransition(new HandTransition( m_Taking , _fin_, m_Equipped, null, null));
232 m_FSM.AddTransition(new HandTransition( m_Taking , __Xd_, m_Empty, new HandActionDestroyed, new HandGuardHasDestroyedItemInHands(GetManOwner())));
233 m_Taking.AddTransition(new HandTransition( m_Taking.m_Hide, _abt_, m_Empty));
234 m_Taking.AddTransition(new HandTransition( m_Taking.m_Show, _abt_, m_Equipped));
235
236 m_FSM.AddTransition(new HandTransition( m_Equipped, __M__, m_MovingTo, NULL, new HandSelectAnimationOfMoveFromHandsEvent(GetManOwner())));
237 m_FSM.AddTransition(new HandTransition( m_MovingTo, __Xd_, m_Empty, new HandActionDestroyed, new HandGuardHasDestroyedItemInHands(GetManOwner())));
238 m_FSM.AddTransition(new HandTransition( m_MovingTo, _fin_, m_Equipped, null, new HandGuardHasItemInHands(GetManOwner())));
239 m_FSM.AddTransition(new HandTransition( m_MovingTo, _fin_, m_Empty , null, null));
240 m_MovingTo.AddTransition(new HandTransition( m_MovingTo.m_Hide, _abt_, m_Equipped));
241 m_MovingTo.AddTransition(new HandTransition( m_MovingTo.m_Show, _abt_, m_Empty));
242
243 m_FSM.AddTransition(new HandTransition( m_Equipped, __W__, m_Swapping, NULL, new HandSelectAnimationOfSwapInHandsEvent(GetManOwner())));
244 m_FSM.AddTransition(new HandTransition( m_Swapping, __Xd_, m_Empty, new HandActionDestroyed, new HandGuardHasDestroyedItemInHands(GetManOwner())));
245 m_FSM.AddTransition(new HandTransition( m_Swapping, _fin_, m_Empty, null, new HandGuardNot(new HandGuardHasItemInHands(GetManOwner()))));
246 m_FSM.AddTransition(new HandTransition( m_Swapping, _fin_, m_Equipped, null, null));
247 m_FSM.AddTransition(new HandTransition( m_Swapping, _abt_, m_Equipped, null, null));
248
249 m_FSM.AddTransition(new HandTransition( m_Equipped, __F__, m_FSwappingInst, NULL, new HandGuardAnd( new HandSelectAnimationOfForceSwapInHandsEvent(GetManOwner()), new HandGuardInstantForceSwap(GetManOwner()) ) ));
250 m_FSM.AddTransition(new HandTransition(m_FSwappingInst, _fin_, m_Equipped, null, new HandGuardHasItemInHands(GetManOwner())));
251 m_FSM.AddTransition(new HandTransition(m_FSwappingInst, _fin_, m_Empty, null, null));
252 m_FSM.AddTransition(new HandTransition(m_FSwappingInst, __Xd_, m_Empty, new HandActionDestroyed, new HandGuardHasDestroyedItemInHands(GetManOwner())));
253 m_FSM.AddTransition(new HandTransition( m_FSwappingInst, _abt_, m_Equipped, null, null));
254
255 m_FSM.AddTransition(new HandTransition( m_Equipped, __F__, m_FSwapping, NULL, new HandSelectAnimationOfForceSwapInHandsEvent(GetManOwner())));
256 m_FSM.AddTransition(new HandTransition(m_FSwapping, _fin_, m_Equipped, null, new HandGuardHasItemInHands(GetManOwner())));
257 m_FSM.AddTransition(new HandTransition(m_FSwapping, _fin_, m_Empty, null, null));
258 m_FSM.AddTransition(new HandTransition(m_FSwapping, __Xd_, m_Empty, new HandActionDestroyed, new HandGuardHasDestroyedItemInHands(GetManOwner())));
259 m_FSwapping.AddTransition(new HandTransition( m_FSwapping.m_Start, _abt_, m_Equipped));
260 m_FSwapping.AddTransition(new HandTransition( m_FSwapping.m_Hide, _abt_, m_Empty));
261 m_FSwapping.AddTransition(new HandTransition( m_FSwapping.m_Show, _abt_, m_Equipped));
262
263 super.Init(); // initialize ordinary human fsm (no anims)
264 }
ref HandAnimatedForceSwapping m_FSwapping
Определения DayZPlayerInventory.c:161
ref HandAnimatedForceSwapping_Inst m_FSwappingInst
Определения DayZPlayerInventory.c:162
ref HandAnimatedSwapping m_Swapping
Определения DayZPlayerInventory.c:160
ref HandAnimatedTakingFromAtt m_Taking
deferred weapon event
Определения DayZPlayerInventory.c:158
ref HandAnimatedMovingToAtt m_MovingTo
Определения DayZPlayerInventory.c:159
void hndDebugPrint(string s)
Определения HandFSM.c:1
FSMTransition< HandStateBase, HandEventBase, HandActionBase, HandGuardBase > HandTransition
Определения HandFSM.c:28
Abstracted event, not to be used, only inherited.
Определения Hand_Events.c:209
Определения Hand_Events.c:679
static bool IsInventoryHFSMLogEnable()
Определения Debug.c:668
Определения Debug.c:594

Перекрестные ссылки hndDebugPrint(), LogManager::IsInventoryHFSMLogEnable(), m_FSwapping, m_FSwappingInst, m_MovingTo, m_Swapping и m_Taking.