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void | ActionBuildShelter () |
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void | ~ActionBuildShelter () |
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override void | CreateConditionComponents () |
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override string | GetText () |
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override void | OnActionInfoUpdate (PlayerBase player, ActionTarget target, ItemBase item) |
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override bool | CanBeUsedLeaning () |
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override | GetInputType () |
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override bool | UseMainItem () |
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override bool | HasProgress () |
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override bool | HasAlternativeInterrupt () |
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override bool | ActionCondition (PlayerBase player, ActionTarget target, ItemBase item) |
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override bool | SetupAction (PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL) |
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override ActionData | CreateActionData () |
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override void | WriteToContext (ParamsWriteContext ctx, ActionData action_data) |
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override bool | ReadFromContext (ParamsReadContext ctx, out ActionReciveData action_recive_data) |
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override void | HandleReciveData (ActionReciveData action_recive_data, ActionData action_data) |
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override bool | ActionConditionContinue (ActionData action_data) |
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override void | OnStart (ActionData action_data) |
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override void | OnStartClient (ActionData action_data) |
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override void | OnStartAnimationLoopClient (ActionData action_data) |
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override void | OnEnd (ActionData action_data) |
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override void | OnEndClient (ActionData action_data) |
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override void | OnFinishProgressServer (ActionData action_data) |
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override void | OnFinishProgressClient (ActionData action_data) |
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void | DetermineConstructionSounds (ActionData action_data) |
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void | PlayActionStartSound (ActionData action_data) |
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void | PlayActionLoopSound (ActionData action_data) |
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void | StopActionLoopSound () |
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void | DestroyActionLoopSound () |
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void | PlayActionFinishSound (ActionData action_data) |
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override string | GetSoundCategory (ActionData action_data) |
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◆ ActionBuildShelter()
◆ ~ActionBuildShelter()
18 {
20 }
void DestroyActionLoopSound()
Definition ActionBuildShelter.c:310
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 }
eBrokenLegs
Definition EBrokenLegs.c:2
int m_VariantID
Definition ActionBase.c:68
proto native CGame GetGame()
Перекрестные ссылки GetGame() и ActionBase::m_VariantID.
◆ ActionConditionContinue()
184 {
189
192
194 }
void CollisionCheckData()
Definition Construction.c:1312
void Construction(BaseBuildingBase parent)
Definition Construction.c:26
Перекрестные ссылки CollisionCheckData() и Construction().
◆ CanBeUsedLeaning()
84 {
85 return false;
86 }
◆ CreateActionData()
◆ CreateConditionComponents()
◆ DestroyActionLoopSound()
void DestroyActionLoopSound |
( |
| ) |
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inlineprotected |
311 {
313 }
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:271
Перекрестные ссылки SEffectManager::DestroyEffect() и m_BuildLoopSound.
Используется в ~ActionBuildShelter().
◆ DetermineConstructionSounds()
253 {
257 {
259 {
260 case "leather":
264 break;
265
266 case "fabric":
270 break;
271
272 case "stick":
276 break;
277
278 default:
282 break;
283 }
284 }
285 }
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 ActionBase::m_VariantID.
Используется в OnStartClient().
◆ GetInputType()
◆ GetSoundCategory()
322 {
323 return "Base_building";
324 }
◆ 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:51
Definition PlayerBaseClient.c:2
Перекрестные ссылки GetGame(), GetPlayer() и ActionBase::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 ActionBase::m_Text и ActionBase::m_VariantID.
◆ OnEnd()
◆ OnEndClient()
224 {
226
228
229 }
void StopActionLoopSound()
Definition ActionBuildShelter.c:301
Перекрестные ссылки StopActionLoopSound().
◆ OnFinishProgressClient()
246 {
248
250 }
void PlayActionFinishSound(ActionData action_data)
Definition ActionBuildShelter.c:315
Перекрестные ссылки PlayActionFinishSound().
◆ OnFinishProgressServer()
232 {
235
237
239 {
240
242 }
243 }
const int AT_BUILD_PART
Definition _constants.c:6
Перекрестные ссылки AT_BUILD_PART и Construction().
◆ OnStart()
◆ OnStartAnimationLoopClient()
211 {
213
215 }
void PlayActionLoopSound(ActionData action_data)
Definition ActionBuildShelter.c:293
Перекрестные ссылки PlayActionLoopSound().
◆ OnStartClient()
203 {
205
208 }
void PlayActionStartSound(ActionData action_data)
Definition ActionBuildShelter.c:287
void DetermineConstructionSounds(ActionData action_data)
Definition ActionBuildShelter.c:252
Перекрестные ссылки DetermineConstructionSounds() и PlayActionStartSound().
◆ PlayActionFinishSound()
316 {
318 sound.SetAutodestroy(
true );
319 }
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:169
Перекрестные ссылки m_SoundsetBuildFinish и SEffectManager::PlaySound().
Используется в OnFinishProgressClient().
◆ PlayActionLoopSound()
◆ PlayActionStartSound()
◆ ReadFromContext()
◆ SetupAction()
◆ StopActionLoopSound()
void StopActionLoopSound |
( |
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inlineprotected |
◆ UseMainItem()
94 {
95 return false;
96 }
◆ WriteToContext()
◆ m_BuildLoopSound
◆ m_SoundsetBuildFinish
◆ m_SoundsetBuildLoop
◆ m_SoundsetBuildStart
Объявления и описания членов класса находятся в файле: