Dayz 1.25
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Класс ActionTransferLiquid
+ Граф наследования:ActionTransferLiquid:

Закрытые члены

void ActionTransferLiquid ()
 
override void CreateConditionComponents ()
 
override bool HasProneException ()
 
override string GetText ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnStartClient (ActionData action_data)
 
override void OnStartServer (ActionData action_data)
 
override void OnFinishProgressServer (ActionData action_data)
 
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 void OnStartAnimationLoop (ActionData action_data)
 
override void OnEndAnimationLoop (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)

◆ ActionTransferLiquid()

void ActionTransferLiquid ( )
inlineprivate
27 {
29 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_EMPTY_VESSEL;
30 m_CommandUIDProne = DayZPlayerConstants.CMD_ACTIONFB_EMPTY_VESSEL;
32 }
float m_SpecialtyWeight
Definition ActionBase.c:68
Definition ActionTransferLiquid.c:12
int m_CommandUIDProne
Definition AnimatedActionBase.c:136
int m_CommandUID
Definition AnimatedActionBase.c:135
m_CallbackClass
Definition AnimatedActionBase.c:137
Definition ActionConstants.c:119
const float PRECISE_LOW
Definition ActionConstants.c:123
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, AnimatedActionBase::m_CommandUIDProne, m_SpecialtyWeight и UASoftSkillsWeight::PRECISE_LOW.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
55 {
56 ItemBase target_item = ItemBase.Cast(target.GetObject());
57
58 if ( target_item && item )
59 {
62
63 if (can_drain && can_pour)
64 {
65 return true;
66 }
67 else if (!can_pour && can_drain)
68 {
69 if ( (!GetGame().IsDedicatedServer()) && !player.GetLiquidTendencyDrain() )
70 {
71 player.SetLiquidTendencyDrain(true);
72 return false;
73 }
74 else
75 {
76 return true;
77 }
78 }
79 else if (!can_drain && can_pour)
80 {
81 if ( (!GetGame().IsDedicatedServer()) && player.GetLiquidTendencyDrain() )
82 {
83 player.SetLiquidTendencyDrain(false);
84 return false;
85 }
86 else
87 {
88 return true;
89 }
90 }
91 }
92 return false;
93 }
Definition InventoryItem.c:731
Definition Liquid.c:2
static bool CanTransfer(ItemBase source_ent, ItemBase target_ent)
Definition Liquid.c:85
Definition EntityAI.c:95
proto native CGame GetGame()

Перекрестные ссылки Liquid::CanTransfer() и GetGame().

◆ CreateActionData()

override ActionData CreateActionData ( )
inlineprivate

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
35 {
38 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINonRuined.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.

◆ GetText()

override string GetText ( )
inlineprivate
46 {
48 if ( player.GetLiquidTendencyDrain() )
49 return "#drain_liquid";
50 else
51 return "#pour_liquid";
52 }
PlayerBase GetPlayer()
Definition ModifierBase.c:47
Definition PlayerBaseClient.c:2

Перекрестные ссылки GetGame() и GetPlayer().

◆ HandleReciveData()

override void HandleReciveData ( ActionReciveData action_recive_data,
ActionData action_data )
inlineprivate

◆ HasProneException()

override bool HasProneException ( )
inlineprivate
41 {
42 return true;
43 }

◆ OnEndAnimationLoop()

override void OnEndAnimationLoop ( ActionData action_data)
inlineprivate
166 {
167 if ( !GetGame().IsMultiplayer() || GetGame().IsServer() )
168 {
169 Bottle_Base target_vessel = Bottle_Base.Cast( action_data.m_Target.GetObject());
170 Param1<bool> play = new Param1<bool>( false );
171 if (TransferLiquidActionData.Cast(action_data).m_Tendency)
172 GetGame().RPCSingleParam( target_vessel, SoundTypeBottle.EMPTYING, play, true );
173 else
174 GetGame().RPCSingleParam( target_vessel, SoundTypeBottle.POURING, play, true );
175 }
176 }
SoundTypeBottle
Definition Bottle_Base.c:2
Definition CanisterGasoline.c:2

Перекрестные ссылки GetGame().

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
107 {
108 action_data.m_Player.GetSoftSkillsManager().AddSpecialty( m_SpecialtyWeight );
109 }

Перекрестные ссылки m_SpecialtyWeight.

◆ OnStartAnimationLoop()

override void OnStartAnimationLoop ( ActionData action_data)
inlineprivate
150 {
151 if ( !GetGame().IsMultiplayer() || GetGame().IsServer() )
152 {
153 Bottle_Base vessel_in_hands = Bottle_Base.Cast( action_data.m_Target.GetObject() );
154 Param1<bool> play = new Param1<bool>( true );
156 {
157 if (TransferLiquidActionData.Cast(action_data).m_Tendency == true)
158 GetGame().RPCSingleParam( vessel_in_hands, SoundTypeBottle.EMPTYING, play, true );
159 else if (!TransferLiquidActionData.Cast(action_data).m_Tendency == false)
160 GetGame().RPCSingleParam( vessel_in_hands, SoundTypeBottle.POURING, play, true );
161 }
162 }
163 }

Перекрестные ссылки GetGame().

◆ OnStartClient()

override void OnStartClient ( ActionData action_data)
inlineprivate
96 {
97 TransferLiquidActionData.Cast(action_data).m_Tendency = action_data.m_Player.GetLiquidTendencyDrain();
98 }

◆ OnStartServer()

override void OnStartServer ( ActionData action_data)
inlineprivate
101 {
102 if (!GetGame().IsMultiplayer())
103 TransferLiquidActionData.Cast(action_data).m_Tendency = action_data.m_Player.GetLiquidTendencyDrain();
104 }

Перекрестные ссылки GetGame().

◆ ReadFromContext()

override bool ReadFromContext ( ParamsReadContext ctx,
out ActionReciveData action_recive_data )
inlineprivate
125 {
127 {
129 }
131
132 super.ReadFromContext(ctx, action_recive_data);
133
134 bool tendency_drain;
135 if ( !ctx.Read(tendency_drain) )
136 return false;
137 recive_data_transfer.m_TendencyRecived = tendency_drain;
138 return true;
139 }

◆ WriteToContext()

override void WriteToContext ( ParamsWriteContext ctx,
ActionData action_data )
inlineprivate
118 {
119 super.WriteToContext(ctx, action_data);
120
121 ctx.Write(action_data.m_Player.GetLiquidTendencyDrain());
122 }

Объявления и описания членов класса находятся в файле: