DayZ 1.26
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Класс CAContinuousRepeatFishing
+ Граф наследования:CAContinuousRepeatFishing:

Защищенные члены

void OnSignalStart (ActionData action_data)
 
void OnSignalEnd (ActionData action_data)
 

Закрытые члены

void CAContinuousRepeatFishing (float time_to_complete_action)
 
override int Execute (ActionData action_data)
 
void SetNewSignalData (float startTime, float durationTime)
 
- Закрытые члены унаследованные от CAContinuousRepeat
void CAContinuousRepeat (float time_to_complete_action)
 
override void Setup (ActionData action_data)
 
override int Execute (ActionData action_data)
 
override int Cancel (ActionData action_data)
 
override float GetProgress ()
 
void SetProgress (float value)
 

Закрытые данные

bool m_SignalTriggered = false
 
float m_SignalStartTime
 
float m_SignalDuration
 
- Закрытые данные унаследованные от CAContinuousRepeat
float m_TimeElpased
 
float m_TotalTimeElpased
 
float m_TimeToComplete
 
float m_DefaultTimeToComplete
 
ref Param1< floatm_SpentUnits
 

Подробное описание

Конструктор(ы)

◆ CAContinuousRepeatFishing()

void CAContinuousRepeatFishing ( float time_to_complete_action)
inlineprivate
8 {
10 }
float m_DefaultTimeToComplete
Definition CAContinuousRepeat.c:6
Definition EntityAI.c:95

Перекрестные ссылки CAContinuousRepeat::m_DefaultTimeToComplete.

Методы

◆ Execute()

override int Execute ( ActionData action_data)
inlineprivate
13 {
14 if (!action_data.m_Player)
15 {
16 return UA_ERROR;
17 }
18
20 {
21 m_TimeElpased += action_data.m_Player.GetDeltaT();
22 m_TotalTimeElpased += action_data.m_Player.GetDeltaT();
23
24 //handle signal triggers
25 if (m_SignalStartTime != -1 && m_SignalDuration != -1)
26 {
28 {
31 {
32 m_SignalTriggered = true;
34 }
36 {
37 m_SignalTriggered = false;
39 }
40 }
41 }
42 }
43 else
44 {
47
48 m_SignalTriggered = false;
49 }
50
52 if (fad.m_FishingResult != -1)
53 {
54 return UA_FINISHED;
55 }
56 else
57 {
58 return UA_PROCESSING;
59 }
60 }
void OnCompletePogress(ActionData action_data)
Definition CAContinuousBase.c:8
float m_SignalStartTime
Definition CAContinuousRepeatFishing.c:4
bool m_SignalTriggered
Definition CAContinuousRepeatFishing.c:3
void OnSignalStart(ActionData action_data)
Definition CAContinuousRepeatFishing.c:82
void OnSignalEnd(ActionData action_data)
Definition CAContinuousRepeatFishing.c:93
float m_SignalDuration
Definition CAContinuousRepeatFishing.c:5
float m_TimeToComplete
Definition CAContinuousRepeat.c:5
float m_TotalTimeElpased
Definition CAContinuousRepeat.c:4
float m_TimeElpased
Definition CAContinuousRepeat.c:3
const int UA_FINISHED
Definition constants.c:443
const int UA_ERROR
Definition constants.c:462
const int UA_PROCESSING
Definition constants.c:441

Перекрестные ссылки m_SignalDuration, m_SignalStartTime, m_SignalTriggered, CAContinuousRepeat::m_TimeElpased, CAContinuousRepeat::m_TimeToComplete, CAContinuousRepeat::m_TotalTimeElpased, CAContinuousBase::OnCompletePogress(), OnSignalEnd(), OnSignalStart(), UA_ERROR, UA_FINISHED и UA_PROCESSING.

◆ OnSignalEnd()

void OnSignalEnd ( ActionData action_data)
inlineprotected
94 {
97 {
99 if (Class.CastTo(action,data.m_Action))
100 action.OnSignalEnd(data);
101 }
102 }
Definition ActionFishingNew.c:158
Super root of all classes in Enforce script.
Definition EnScript.c:11
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo().

Используется в Execute().

◆ OnSignalStart()

void OnSignalStart ( ActionData action_data)
inlineprotected
83 {
86 {
88 if (Class.CastTo(action,data.m_Action))
89 action.OnSignalStart(data);
90 }
91 }

Перекрестные ссылки Class::CastTo().

Используется в Execute().

◆ SetNewSignalData()

void SetNewSignalData ( float startTime,
float durationTime )
inlineprivate
63 {
64 if (startTime == -1 && durationTime == -1)
65 {
68 }
69 else
70 {
74
76 Debug.Log("Signal startTime adjusted from " + startTime + " to " + m_SignalStartTime);
78 Debug.Log("Signal durationTime adjusted from " + durationTime + " to " + m_SignalDuration);
79 }
80 }
Definition Debug.c:14
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Definition Debug.c:136
Definition EnMath.c:7
Definition ActionConstants.c:174
const float SIGNAL_DEADZONE_START_DURATION
Definition ActionConstants.c:182
const float SIGNAL_DURATION_MAX_BASE
Definition ActionConstants.c:179
const float SIGNAL_DURATION_MIN_BASE
Definition ActionConstants.c:178
const float SIGNAL_DEADZONE_END_DURATION
Definition ActionConstants.c:183
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float Min(float x, float y)
Returns smaller of two given values.

Перекрестные ссылки Math::Clamp(), Debug::Log(), m_SignalDuration, m_SignalStartTime, CAContinuousRepeat::m_TimeToComplete, Math::Min(), UAFishingConstants::SIGNAL_DEADZONE_END_DURATION, UAFishingConstants::SIGNAL_DEADZONE_START_DURATION, UAFishingConstants::SIGNAL_DURATION_MAX_BASE и UAFishingConstants::SIGNAL_DURATION_MIN_BASE.

Поля

◆ m_SignalDuration

float m_SignalDuration
private

Используется в Execute() и SetNewSignalData().

◆ m_SignalStartTime

float m_SignalStartTime
private

Используется в Execute() и SetNewSignalData().

◆ m_SignalTriggered

bool m_SignalTriggered = false
private

Используется в Execute().


Объявления и описания членов класса находятся в файле: