DayZ 1.26
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Класс ActionLowerFlag
+ Граф наследования:ActionLowerFlag:

Закрытые члены

void ActionLowerFlag ()
 
override void CreateConditionComponents ()
 
override GetInputType ()
 
override bool HasTarget ()
 
override bool HasProgress ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 
- Закрытые члены унаследованные от ActionContinuousBase
void OnStartAnimationLoopServer (ActionData action_data)
 
void OnStartAnimationLoopClient (ActionData action_data)
 
void OnEndAnimationLoopServer (ActionData action_data)
 
void OnEndAnimationLoopClient (ActionData action_data)
 
void OnFinishProgressServer (ActionData action_data)
 
void OnFinishProgressClient (ActionData action_data)
 

Подробное описание

Конструктор(ы)

◆ ActionLowerFlag()

void ActionLowerFlag ( )
inlineprivate
5 {
7 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_LOWER_FLAG;
8 m_FullBody = true;
9 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
10 m_Text = "#lower_flag";
11 }
bool m_FullBody
Definition ActionBase.c:61
string m_Text
Definition ActionBase.c:58
int m_StanceMask
Definition ActionBase.c:62
Definition ActionRaiseFlag.c:2
int m_CommandUID
Definition AnimatedActionBase.c:143
m_CallbackClass
Definition AnimatedActionBase.c:145
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, ActionBase::m_FullBody, ActionBase::m_StanceMask и ActionBase::m_Text.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
35 {
36 TerritoryFlag totem = TerritoryFlag.Cast( target.GetObject() );
37 if (!totem)
38 {
39 return false;
40 }
41
42 float state = totem.GetAnimationPhase("flag_mast");
43 if ( totem.FindAttachmentBySlotName("Material_FPole_Flag") && state < 1 )
44 {
45 return true;
46 }
47 return false;
48 }
Definition EntityAI.c:95

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
14 {
17 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:64
ref CCTBase m_ConditionTarget
Definition ActionBase.c:65
Definition CCINone.c:2
Definition CCTCursor.c:2

Перекрестные ссылки ActionBase::m_ConditionItem и ActionBase::m_ConditionTarget.

◆ GetInputType()

override GetInputType ( )
inlineprivate
20 {
22 }
Definition ActionInput.c:522

◆ HasProgress()

override bool HasProgress ( )
inlineprivate
30 {
31 return true;
32 }

◆ HasTarget()

override bool HasTarget ( )
inlineprivate
25 {
26 return true;
27 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
51 {
52 TerritoryFlag totem = TerritoryFlag.Cast( action_data.m_Target.GetObject() );
53 if ( totem )
54 {
55 totem.AnimateFlagEx(totem.GetAnimationPhase("flag_mast") + UAMisc.FLAG_STEP_INCREMENT, action_data.m_Player);
56 totem.AddRefresherTime01(-UAMisc.FLAG_STEP_INCREMENT);
57 }
58 }
Definition ActionConstants.c:168
const float FLAG_STEP_INCREMENT
Definition ActionConstants.c:169

Перекрестные ссылки UAMisc::FLAG_STEP_INCREMENT.


Объявления и описания членов класса находятся в файле: