Dayz 1.25
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Файл ActionDialCombinationLockOnTarget.c

См. исходные тексты.

Структуры данных

class  ActionDialCombinationLockOnTargetCB
 

Функции

ActionDialCombinationLockOnTargetCB ActionContinuousBaseCB ActionDialCombinationLockOnTarget ()
 
override void CreateActionComponent ()
 
override void CreateConditionComponents ()
 
override bool HasProneException ()
 
override GetInputType ()
 
override void OnActionInfoUpdate (PlayerBase player, ActionTarget target, ItemBase item)
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 

Переменные

const float REPEAT_AFTER_SEC = 0.5
 

Функции

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
45 {
46 if (!target.GetObject())
47 return false;
48
49 CombinationLock lock = CombinationLock.Cast(target.GetObject());
50 if (lock && lock.GetHierarchyParent() && Fence.Cast(lock.GetHierarchyParent()))
51 {
52 ConstructionActionData constructionActionData = player.GetConstructionActionData();
53 constructionActionData.SetCombinationLock(lock);
54
55 return true;
56 }
57
58 return false;
59 }
Definition CombinationLock4.c:2
Definition ConstructionActionData.c:2
Definition EntityAI.c:95

◆ ActionDialCombinationLockOnTarget()

ActionDialCombinationLockOnTargetCB ActionContinuousBaseCB ActionDialCombinationLockOnTarget ( )
14 {
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_OPENITEM;
17 m_CommandUIDProne = DayZPlayerConstants.CMD_ACTIONFB_OPENITEM;
19 m_Text = "#dial_combination_lock";
20 }
string m_Text
Definition ActionBase.c:49
float m_SpecialtyWeight
Definition ActionBase.c:68
Definition ActionDialCombinationLockOnTarget.c:2
Definition ActionConstants.c:119
const float ROUGH_LOW
Definition ActionConstants.c:120
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Используется в ActionConstructor::RegisterActions() и SetActions().

◆ CreateActionComponent()

override void CreateActionComponent ( )
private

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
23 {
26 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINone.c:2
Definition CCTNonRuined.c:2
Definition ActionConstants.c:105
const float DEFAULT
Definition ActionConstants.c:107

Перекрестные ссылки UAMaxDistances::DEFAULT, m_ConditionItem и m_ConditionTarget.

◆ GetInputType()

override GetInputType ( )
34 {
36 }
Definition ActionInput.c:522

◆ HasProneException()

override bool HasProneException ( )
29 {
30 return true;
31 }

◆ OnActionInfoUpdate()

override void OnActionInfoUpdate ( PlayerBase player,
ActionTarget target,
ItemBase item )
39 {
40 ConstructionActionData constructionActionData = player.GetConstructionActionData();
41 m_Text = "#dial_combination_lock " + constructionActionData.GetDialNumberText();
42 }

Перекрестные ссылки m_Text.

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
62 {
63 //set dialed number
64 ConstructionActionData constructionActionData = action_data.m_Player.GetConstructionActionData();
67 {
68 combination_lock.DialNextNumber();
69
70 //check for unlock state
71 if (!combination_lock.IsLockedOnGate())
72 {
73 EntityAI target_entity = EntityAI.Cast(action_data.m_Target.GetObject());
74 combination_lock.UnlockServer(action_data.m_Player, target_entity.GetHierarchyParent());
75 }
76 }
77 }
Definition Building.c:6

Переменные

◆ REPEAT_AFTER_SEC

const float REPEAT_AFTER_SEC = 0.5
private