Dayz 1.25
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Класс FlashbangEffect

Защищенные члены

void FlashbangEffect (PlayerBase player, bool visual=true)
 
void ~FlashbangEffect ()
 
void SetupFlashbangValues (float progress_mult=1.0, float visual_value_max=1.0, float sound_value_max=1.0)
 
void PlaySound ()
 
void SetAttenuationFilter ()
 
void ResetAttenuationFilter ()
 
void StopSound ()
 
void ClearVisual ()
 
void SetVisual (float val)
 
void Stop ()
 
void Update (float deltatime)
 

Защищенные данные

const float ALPHA_MIN = 0.0
 
const float ALPHA_MAX = 1.0
 
const float SOUND_DEFER_TIME = 0.4
 
float m_HitDuration
 SFX will be played ~0.5s AFTER VFX.
 
float m_BreakPoint
 
float m_TimeActive
 
float m_DayTimeToggle
 
float m_AlphaMaxActual
 
float m_SoundMaxActual
 
float m_ProgressMultiplier
 
bool m_Visual
 
bool m_Initialized
 
PlayerBase m_Player
 
EffectSound m_FlashbangEffectSound
 
float m_SoundStopTime
 
ref Timer m_DeferAttenuation
 
PPERequester_FlashbangEffects m_Requester
 

Подробное описание

Конструктор(ы)

◆ FlashbangEffect()

void FlashbangEffect ( PlayerBase player,
bool visual = true )
inlineprotected

naive time of the day selector

-1: night; 1: day

29 {
32 m_Initialized = false;
33
34 m_HitDuration = 8.0;
35 m_BreakPoint = 2.5;
37 m_SoundMaxActual = 1.0;
39
41
42 if (m_Visual)
43 {
45 m_Requester.Start();
46 }
47
49 m_DeferAttenuation.Run(SOUND_DEFER_TIME, this, "PlaySound", null, false);
50
52 m_DayTimeToggle = 5;
53 if ( g_Game.GetDayTime() >= 22.0 || g_Game.GetDayTime() < 7.0 )
54 {
55 m_DayTimeToggle = 10;
56 }
57 }
DayZGame g_Game
Definition DayZGame.c:3746
Super root of all classes in Enforce script.
Definition EnScript.c:11
float m_ProgressMultiplier
Definition FlashbangEffect.c:15
float m_SoundMaxActual
Definition FlashbangEffect.c:14
ref Timer m_DeferAttenuation
Definition FlashbangEffect.c:24
PPERequester_FlashbangEffects m_Requester
Definition FlashbangEffect.c:26
const float ALPHA_MAX
Definition FlashbangEffect.c:4
PlayerBase m_Player
Definition FlashbangEffect.c:20
bool m_Initialized
Definition FlashbangEffect.c:18
float m_DayTimeToggle
Definition FlashbangEffect.c:11
float m_AlphaMaxActual
Definition FlashbangEffect.c:13
bool m_Visual
Definition FlashbangEffect.c:17
float m_HitDuration
SFX will be played ~0.5s AFTER VFX.
Definition FlashbangEffect.c:8
EffectSound m_FlashbangEffectSound
Definition FlashbangEffect.c:21
float m_BreakPoint
Definition FlashbangEffect.c:9
const float SOUND_DEFER_TIME
Definition FlashbangEffect.c:6
Definition EntityAI.c:95
Definition DayZPlayerImplement.c:63
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки ALPHA_MAX, Class::CastTo(), g_Game, m_AlphaMaxActual, m_BreakPoint, m_DayTimeToggle, m_DeferAttenuation, m_FlashbangEffectSound, m_HitDuration, m_Initialized, m_Player, m_ProgressMultiplier, m_Requester, m_SoundMaxActual, m_Visual и SOUND_DEFER_TIME.

◆ ~FlashbangEffect()

void ~FlashbangEffect ( )
inlineprotected
60 {
61 if ( m_Visual )
62 {
64 }
65
66 if ( m_Player )
67 {
68 m_Player.OnPlayerReceiveFlashbangHitEnd();
69 }
70
71 if ( m_DeferAttenuation.IsRunning() )
72 {
73 m_DeferAttenuation.Stop();
74 }
75
78 }
void ClearVisual()
Definition FlashbangEffect.c:149
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:267

Перекрестные ссылки ClearVisual(), SEffectManager::DestroyEffect(), m_DeferAttenuation, m_FlashbangEffectSound, m_Player и m_Visual.

Методы

◆ ClearVisual()

void ClearVisual ( )
inlineprotected
150 {
151 if (m_Requester)
152 {
153 m_Requester.Stop();
154 }
155 }

Перекрестные ссылки m_Requester.

Используется в ~FlashbangEffect().

◆ PlaySound()

void PlaySound ( )
inlineprotected
95 {
96 if ( !m_Initialized )
97 {
98 Error("" + this + " not initialized");
99 return;
100 }
101
102 vector pos;
103 MiscGameplayFunctions.GetHeadBonePos(m_Player, pos);
104
106 {
107 m_FlashbangEffectSound = SEffectManager.CreateSound("Tinnitus_SoundSet", pos);
108 }
109
111 {
113 m_FlashbangEffectSound.SetAttachedLocalPos(m_Player.WorldToModel(pos));
122
124 }
125 }
WaveKind
Definition Sound.c:2
bool SoundPlay()
Plays sound.
Definition EffectSound.c:199
void SetSoundMaxVolume(float volume)
Set the sound max volume.
Definition EffectSound.c:855
void SetSoundFadeOut(float fade_out)
Set the sound fade out duration.
Definition EffectSound.c:885
void SetSoundWaveKind(WaveKind wave_kind)
Set WaveKind for the sound.
Definition EffectSound.c:765
override void SetParent(Object parent_obj)
Set parent for the sound to follow.
Definition EffectSound.c:648
void SetSoundFadeIn(float fade_in)
Set the sound fade in duration.
Definition EffectSound.c:876
override void SetAutodestroy(bool auto_destroy)
Sets whether Effect automatically cleans up when it stops.
Definition EffectSound.c:597
void SetSoundLoop(bool loop)
Set if the sound loops.
Definition EffectSound.c:793
override bool IsPlaying()
Returns true when the effect is playing, false otherwise.
Definition EffectSound.c:282
void SetAttenuationFilter()
Definition FlashbangEffect.c:127
float m_SoundStopTime
Definition FlashbangEffect.c:22
Definition EnMath.c:7
static EffectSound CreateSound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false, bool enviroment=false)
Create an EffectSound.
Definition EffectManager.c:140
Definition EnConvert.c:106
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.

Перекрестные ссылки Math::Clamp(), SEffectManager::CreateSound(), Error(), EffectSound::IsPlaying(), m_FlashbangEffectSound, m_Initialized, m_Player, m_ProgressMultiplier, m_SoundMaxActual, m_SoundStopTime, SetAttenuationFilter(), EffectSound::SetAutodestroy(), EffectSound::SetParent(), EffectSound::SetSoundFadeIn(), EffectSound::SetSoundFadeOut(), EffectSound::SetSoundLoop(), EffectSound::SetSoundMaxVolume(), EffectSound::SetSoundWaveKind() и EffectSound::SoundPlay().

◆ ResetAttenuationFilter()

void ResetAttenuationFilter ( )
inlineprotected
136 {
137 m_Player.SetMasterAttenuation("");
138 }

Перекрестные ссылки m_Player.

Используется в Update().

◆ SetAttenuationFilter()

void SetAttenuationFilter ( )
inlineprotected
128 {
129 if ( !m_DeferAttenuation.IsRunning() || m_Player.GetMasterAttenuation() != "FlashbangAttenuation" )
130 {
131 m_Player.SetMasterAttenuation("FlashbangAttenuation");
132 }
133 }

Перекрестные ссылки m_DeferAttenuation и m_Player.

Используется в PlaySound().

◆ SetupFlashbangValues()

void SetupFlashbangValues ( float progress_mult = 1.0,
float visual_value_max = 1.0,
float sound_value_max = 1.0 )
inlineprotected

◆ SetVisual()

void SetVisual ( float val)
inlineprotected
158 {
159 if (m_Requester && m_Requester.IsRequesterRunning())
160 {
161 m_Requester.SetFlashbangIntensity(val, m_DayTimeToggle);
162 }
163 }

Перекрестные ссылки m_DayTimeToggle и m_Requester.

Используется в Update().

◆ Stop()

void Stop ( )
inlineprotected
166 {
167 StopSound();
168 }
void StopSound()
Definition FlashbangEffect.c:140

Перекрестные ссылки StopSound().

◆ StopSound()

void StopSound ( )
inlineprotected
141 {
143 {
146 }
147 }
void SoundStop()
Stops sound.
Definition EffectSound.c:217

Перекрестные ссылки SEffectManager::DestroyEffect(), m_FlashbangEffectSound и EffectSound::SoundStop().

Используется в Stop() и Update().

◆ Update()

void Update ( float deltatime)
inlineprotected
171 {
172 if ( !m_Initialized )
173 {
174 Error("" + this + " not initialized");
175 }
176 else if ( m_Visual )
177 {
178 float value;
179
180 if ( m_TimeActive <= m_BreakPoint )
181 {
183 //Print("Flashbango | m_AlphaMaxActual: " + value);
184 }
185 else
186 {
188 value = Math.Clamp(value,0.0,1.0);
190 //Print("Flashbango | tmp_value: " + value);
191 }
193 }
194
196
198 {
199 StopSound();
200 }
201
203 {
205 delete this;
206 }
207 }
float m_TimeActive
Definition FlashbangEffect.c:10
void SetVisual(float val)
Definition FlashbangEffect.c:157
void ResetAttenuationFilter()
Definition FlashbangEffect.c:135
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...

Перекрестные ссылки Math::Clamp(), Error(), Math::InverseLerp(), m_AlphaMaxActual, m_BreakPoint, m_HitDuration, m_Initialized, m_SoundStopTime, m_TimeActive, m_Visual, ResetAttenuationFilter(), SetVisual() и StopSound().

Поля

◆ ALPHA_MAX

const float ALPHA_MAX = 1.0
protected

Используется в FlashbangEffect().

◆ ALPHA_MIN

const float ALPHA_MIN = 0.0
protected

◆ m_AlphaMaxActual

float m_AlphaMaxActual
protected

Используется в FlashbangEffect(), SetupFlashbangValues() и Update().

◆ m_BreakPoint

float m_BreakPoint
protected

Используется в FlashbangEffect(), SetupFlashbangValues() и Update().

◆ m_DayTimeToggle

float m_DayTimeToggle
protected

Используется в FlashbangEffect() и SetVisual().

◆ m_DeferAttenuation

ref Timer m_DeferAttenuation
protected

◆ m_FlashbangEffectSound

EffectSound m_FlashbangEffectSound
protected

Используется в FlashbangEffect(), PlaySound(), StopSound() и ~FlashbangEffect().

◆ m_HitDuration

float m_HitDuration
protected

SFX will be played ~0.5s AFTER VFX.

Используется в FlashbangEffect(), SetupFlashbangValues() и Update().

◆ m_Initialized

bool m_Initialized
protected

Используется в FlashbangEffect(), PlaySound(), SetupFlashbangValues() и Update().

◆ m_Player

◆ m_ProgressMultiplier

float m_ProgressMultiplier
protected

Используется в FlashbangEffect(), PlaySound() и SetupFlashbangValues().

◆ m_Requester

PPERequester_FlashbangEffects m_Requester
protected

Используется в ClearVisual(), FlashbangEffect() и SetVisual().

◆ m_SoundMaxActual

float m_SoundMaxActual
protected

Используется в FlashbangEffect(), PlaySound() и SetupFlashbangValues().

◆ m_SoundStopTime

float m_SoundStopTime
protected

Используется в PlaySound() и Update().

◆ m_TimeActive

float m_TimeActive
protected

Используется в Update().

◆ m_Visual

bool m_Visual
protected

Используется в FlashbangEffect(), Update() и ~FlashbangEffect().

◆ SOUND_DEFER_TIME

const float SOUND_DEFER_TIME = 0.4
protected

Используется в FlashbangEffect().


Объявления и описания членов класса находятся в файле: