Dayz 1.25
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Класс HumanCommandActionCallback
+ Граф наследования:HumanCommandActionCallback:

Защищенные члены

void PluginDayzPlayerActionCallback ()
 
void ~PluginDayzPlayerActionCallback ()
 
override void OnFinish (bool pCanceled)
 
bool CancelCondition ()
 
override void OnAnimationEvent (int pEventID)
 
override void OnStateChange (int pOldState, int pCurrentState)
 

Защищенные данные

float m_fTimeStart
 
TextWidget m_pStateWidget
 
TextWidget m_pAnimEventWidget
 
TextListboxWidget m_EventsHistory
 

Статические защищенные данные

static ref set< stringm_AnimEventMapping
 

Закрытые члены

override void OnFinish (bool pCanceled)
 
void Init (float run_time, PlayerBase player)
 
bool CancelCondition ()
 
override bool IsSymptomCallback ()
 

Закрытые данные

float m_RunTime
 
float m_StartingTime
 
PlayerBase m_Player
 

Подробное описание

Конструктор(ы)

◆ ~PluginDayzPlayerActionCallback()

void ~PluginDayzPlayerActionCallback ( )
inlineprotected
120 {
121 //Print("Action callback deleted");
122 }

Методы

◆ CancelCondition() [1/2]

bool CancelCondition ( )
inlineprivate
31 {
33 {
34 return true;
35 }
36 else
37 {
38 return false;
39 }
40 }
float GetTime()
Definition NotificationSystem.c:35
float m_RunTime
Definition StateCB.c:4
float m_StartingTime
Definition StateCB.c:5
proto native CGame GetGame()

Перекрестные ссылки GetGame(), GetTime() и m_RunTime.

◆ CancelCondition() [2/2]

bool CancelCondition ( )
inlineprotected
138 {
139 // Print("Action cancel condition");
140 return DefaultCancelCondition();
141 }
proto native bool DefaultCancelCondition()
system implemented cancel condition (now raise or sprint cancels action)

Перекрестные ссылки DefaultCancelCondition().

◆ Init()

void Init ( float run_time,
PlayerBase player )
inlineprivate
18 {
20 m_RunTime = run_time * 1000;
21 m_StartingTime = GetGame().GetTime();
23
24 if( m_Player && m_Player.GetSymptomManager())
25 {
26 m_Player.GetSymptomManager().OnAnimationStarted();
27 }
28 }
PlayerBase m_Player
Definition StateCB.c:6
Definition EntityAI.c:95
proto native void EnableCancelCondition(bool pEnable)

Перекрестные ссылки EnableCancelCondition(), GetGame(), m_Player и m_RunTime.

◆ IsSymptomCallback()

override bool IsSymptomCallback ( )
inlineprivate
43 {
44 return true;
45 }

◆ OnAnimationEvent()

override void OnAnimationEvent ( int pEventID)
inlineprotected
144 {
145
146 //Print(pEventID);
147 //Print("--------------------------------");
148 // only one event id is registered - 1 so nothing else can be delivered
150 string eventText = eventName + " event at: ";
152
153 eventText += tFromSt.ToString();
154 m_EventsHistory.AddItem(eventText,null,0);
156 }
float m_fTimeStart
Definition PluginDayzPlayerDebug.c:169
static ref set< string > m_AnimEventMapping
Definition PluginDayzPlayerDebug.c:92
TextWidget m_pAnimEventWidget
Definition PluginDayzPlayerDebug.c:171
TextListboxWidget m_EventsHistory
Definition PluginDayzPlayerDebug.c:172
proto native float GetWorldTime()

Перекрестные ссылки GetWorldTime(), m_EventsHistory и m_fTimeStart.

◆ OnFinish() [1/2]

override void OnFinish ( bool pCanceled)
inlineprivate
9 {
10 if( m_Player && m_Player.GetSymptomManager())
11 {
12 m_Player.GetSymptomManager().OnAnimationFinished();
13 }
14 }

Перекрестные ссылки m_Player.

◆ OnFinish() [2/2]

override void OnFinish ( bool pCanceled)
inlineprotected
125 {
126 if (pCanceled)
127 {
128 m_pStateWidget.SetText("Result: canceled");
129 }
130 else
131 {
132 m_pStateWidget.SetText("Result: ended");
133 }
134 }
TextWidget m_pStateWidget
Definition PluginDayzPlayerDebug.c:170

◆ OnStateChange()

override void OnStateChange ( int pOldState,
int pCurrentState )
inlineprotected
159 {
162
163 m_pStateWidget.SetText(oldState + "->" + newState);
164 };
string GetStateString()
returns debug string of current state
Definition human.c:392

Перекрестные ссылки GetStateString().

◆ PluginDayzPlayerActionCallback()

void PluginDayzPlayerActionCallback ( )
inlineprotected
94 {
95
96 //Print("Action callback created");
98 //RegisterAnimationEvent("ActionExec", 1); // really weird id
99
100 if (!m_AnimEventMapping)//making sure to only do once
101 {
103 m_AnimEventMapping.Insert("ActionExec");
104 m_AnimEventMapping.Insert("SoundWeapon");
105 m_AnimEventMapping.Insert("SoundVoice");
106 m_AnimEventMapping.Insert("SoundAttachment");
107 m_AnimEventMapping.Insert("Sound");
108 }
109
110
111 foreach (int index, string eventName: m_AnimEventMapping)
113
114 EnableStateChangeCallback(); // enable this to get OnStateChange callbacks
115
117 }
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange

Поля

◆ m_AnimEventMapping

ref set<string> m_AnimEventMapping
staticprotected

◆ m_EventsHistory

TextListboxWidget m_EventsHistory
protected

◆ m_fTimeStart

float m_fTimeStart
protected

Используется в OnAnimationEvent().

◆ m_pAnimEventWidget

TextWidget m_pAnimEventWidget
protected

◆ m_Player

PlayerBase m_Player
private

◆ m_pStateWidget

TextWidget m_pStateWidget
protected

◆ m_RunTime

float m_RunTime
private

◆ m_StartingTime

float m_StartingTime
private

Объявления и описания членов классов находятся в файлах: