|
void | ActionBuildShelter () |
|
void | ~ActionBuildShelter () |
|
override void | CreateConditionComponents () |
|
override string | GetText () |
|
override void | OnActionInfoUpdate (PlayerBase player, ActionTarget target, ItemBase item) |
|
override bool | CanBeUsedLeaning () |
|
override | GetInputType () |
|
override bool | UseMainItem () |
|
override bool | HasProgress () |
|
override bool | HasAlternativeInterrupt () |
|
override bool | ActionCondition (PlayerBase player, ActionTarget target, ItemBase item) |
|
override bool | SetupAction (PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL) |
|
override ActionData | CreateActionData () |
|
override void | WriteToContext (ParamsWriteContext ctx, ActionData action_data) |
|
override bool | ReadFromContext (ParamsReadContext ctx, out ActionReciveData action_recive_data) |
|
override void | HandleReciveData (ActionReciveData action_recive_data, ActionData action_data) |
|
override bool | ActionConditionContinue (ActionData action_data) |
|
override void | OnStart (ActionData action_data) |
|
override void | OnStartClient (ActionData action_data) |
|
override void | OnStartAnimationLoopClient (ActionData action_data) |
|
override void | OnEnd (ActionData action_data) |
|
override void | OnEndClient (ActionData action_data) |
|
override void | OnFinishProgressServer (ActionData action_data) |
|
override void | OnFinishProgressClient (ActionData action_data) |
|
void | DetermineConstructionSounds (ActionData action_data) |
|
void | PlayActionStartSound (ActionData action_data) |
|
void | PlayActionLoopSound (ActionData action_data) |
|
void | StopActionLoopSound () |
|
void | DestroyActionLoopSound () |
|
void | PlayActionFinishSound (ActionData action_data) |
|
override string | GetSoundCategory (ActionData action_data) |
|
◆ ActionBuildShelter()
◆ ~ActionBuildShelter()
18 {
20 }
void DestroyActionLoopSound()
Definition ActionBuildShelter.c:312
Перекрестные ссылки DestroyActionLoopSound().
◆ ActionCondition()
109 {
110
112 return false;
113
114 if (
target.GetObject() && !
target.GetObject().CanUseConstructionBuild())
115 return false;
116 if (
player.IsPlacingLocal() ||
player.IsPlacingServer() )
117 return false;
118
119 if ( (!
GetGame().IsDedicatedServer()) )
120 {
122 {
123 return true;
124 }
125 return false;
126 }
127 return true;
128 }
int m_VariantID
Definition ActionBase.c:59
eBrokenLegs
Definition EBrokenLegs.c:2
proto native CGame GetGame()
Перекрестные ссылки GetGame() и m_VariantID.
◆ ActionConditionContinue()
184 {
189
192
194 }
void CollisionCheckData()
Definition Construction.c:1310
void Construction(BaseBuildingBase parent)
Definition Construction.c:26
Перекрестные ссылки CollisionCheckData() и Construction().
◆ CanBeUsedLeaning()
84 {
85 return false;
86 }
◆ CreateActionData()
◆ CreateConditionComponents()
23 {
26 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Перекрестные ссылки m_ConditionItem и m_ConditionTarget.
◆ DestroyActionLoopSound()
void DestroyActionLoopSound |
( |
| ) |
|
|
inlineprotected |
313 {
315 }
EffectSound m_BuildLoopSound
Definition ActionBuildShelter.c:6
Manager class for managing Effect (EffectParticle, EffectSound)
Definition EffectManager.c:6
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Definition EffectManager.c:267
Перекрестные ссылки SEffectManager::DestroyEffect() и m_BuildLoopSound.
Используется в ~ActionBuildShelter().
◆ DetermineConstructionSounds()
255 {
259 {
261 {
262 case "leather":
266 break;
267
268 case "fabric":
272 break;
273
274 case "stick":
278 break;
279
280 default:
284 break;
285 }
286 }
287 }
string m_SoundsetBuildLoop
Definition ActionBuildShelter.c:4
string m_SoundsetBuildStart
Definition ActionBuildShelter.c:3
string m_SoundsetBuildFinish
Definition ActionBuildShelter.c:5
Definition ConstructionActionData.c:2
Definition ConstructionPart.c:2
Перекрестные ссылки m_SoundsetBuildFinish, m_SoundsetBuildLoop, m_SoundsetBuildStart и m_VariantID.
Используется в OnStartClient().
◆ GetInputType()
◆ GetSoundCategory()
324 {
325 return "Base_building";
326 }
◆ GetText()
29 {
32 {
35
37 {
40 {
41 case "leather":
42 ret =
"#build_shelter_leather";
43 break;
44
45 case "fabric":
46 ret =
"#build_shelter_fabric";
47 break;
48
49 case "stick":
50 ret =
"#build_shelter_stick";
51 break;
52 }
53 }
54 }
55
57 }
PlayerBase GetPlayer()
Definition ModifierBase.c:47
Definition PlayerBaseClient.c:2
Перекрестные ссылки GetGame(), GetPlayer() и m_VariantID.
◆ HandleReciveData()
◆ HasAlternativeInterrupt()
104 {
105 return false;
106 }
◆ HasProgress()
99 {
100 return true;
101 }
◆ OnActionInfoUpdate()
60 {
63
65 {
67 {
68 case "leather":
69 m_Text =
"#build_shelter_leather";
70 break;
71
72 case "fabric":
73 m_Text =
"#build_shelter_fabric";
74 break;
75
76 case "stick":
77 m_Text =
"#build_shelter_stick";
78 break;
79 }
80 }
81 }
Перекрестные ссылки m_Text и m_VariantID.
◆ OnEnd()
◆ OnEndClient()
224 {
226
228
229 }
void StopActionLoopSound()
Definition ActionBuildShelter.c:303
Перекрестные ссылки StopActionLoopSound().
◆ OnFinishProgressClient()
248 {
250
252 }
void PlayActionFinishSound(ActionData action_data)
Definition ActionBuildShelter.c:317
Перекрестные ссылки PlayActionFinishSound().
◆ OnFinishProgressServer()
◆ OnStart()
◆ OnStartAnimationLoopClient()
211 {
213
215 }
void PlayActionLoopSound(ActionData action_data)
Definition ActionBuildShelter.c:295
Перекрестные ссылки PlayActionLoopSound().
◆ OnStartClient()
203 {
205
208 }
void PlayActionStartSound(ActionData action_data)
Definition ActionBuildShelter.c:289
void DetermineConstructionSounds(ActionData action_data)
Definition ActionBuildShelter.c:254
Перекрестные ссылки DetermineConstructionSounds() и PlayActionStartSound().
◆ PlayActionFinishSound()
318 {
320 sound.SetAutodestroy(
true );
321 }
Wrapper class for managing sound through SEffectManager.
Definition EffectSound.c:5
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
Definition EffectManager.c:165
Перекрестные ссылки m_SoundsetBuildFinish и SEffectManager::PlaySound().
Используется в OnFinishProgressClient().
◆ PlayActionLoopSound()
◆ PlayActionStartSound()
◆ ReadFromContext()
◆ SetupAction()
132 {
134 {
135 if ( !
GetGame().IsDedicatedServer() )
136 {
139 }
140 return true;
141 }
142
143 return false;
144 }
Перекрестные ссылки GetGame() и m_VariantID.
◆ StopActionLoopSound()
void StopActionLoopSound |
( |
| ) |
|
|
inlineprotected |
◆ UseMainItem()
94 {
95 return false;
96 }
◆ WriteToContext()
◆ m_BuildLoopSound
◆ m_SoundsetBuildFinish
◆ m_SoundsetBuildLoop
◆ m_SoundsetBuildStart
Объявления и описания членов класса находятся в файле: