DayZ 1.26
DayZ Explorer by KGB
Загрузка...
Поиск...
Не найдено
Файл ActionMineTree.c

См. исходные тексты.

Структуры данных

class  MineActionData
 
class  ActionMineBase
 

Функции

override void CreateActionComponent ()
 
ActionMineBase ActionContinuousBase ActionMineTree ()
 
override ActionData CreateActionData ()
 
override bool CanBeUsedInFreelook ()
 
override void OnActionInfoUpdate (PlayerBase player, ActionTarget target, ItemBase item)
 
string GetYieldName (PlayerBase player, ActionTarget target, ItemBase item)
 
override void CreateConditionComponents ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override bool CanContinue (ActionData action_data)
 not checking target damage anymore, callback takes care of that
 
override void OnEndServer (ActionData action_data)
 

Переменные

MineActionData TIME_BETWEEN_MATERIAL_DROPS_DEFAULT = 4
 
EHarvestType m_HarvestType = EHarvestType.NORMAL
 

Функции

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
84 {
85 //Action not allowed if player has broken legs
86 if (player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
87 return false;
88
89 Object targetObject = target.GetObject();
90
91 return targetObject.IsTree() && targetObject.IsCuttable();
92 }
eBrokenLegs
Definition EBrokenLegs.c:2
Definition ObjectTyped.c:2
Definition EntityAI.c:95

◆ ActionMineTree()

69 {
70 m_CallbackClass = ActionMineTreeCB;
71 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_HACKTREE;
72 m_FullBody = true;
73 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
74 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_HIGH;
75 }
int m_CommandUID
Definition ActionBase.c:31
int m_StanceMask
Definition ActionBase.c:33
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки TIME_BETWEEN_MATERIAL_DROPS_DEFAULT.

◆ CanBeUsedInFreelook()

override bool CanBeUsedInFreelook ( )
78 {
79 m_ConditionTarget = new CCTCursor(UAMaxDistances.SMALL);
80 m_ConditionItem = new CCINonRuined;
81 }
Definition CCINonRuined.c:2
Definition CCTCursor.c:2
Definition ActionConstants.c:106
const float SMALL
Definition ActionConstants.c:107

Перекрестные ссылки UAMaxDistances::SMALL.

◆ CanContinue()

override bool CanContinue ( ActionData action_data)

not checking target damage anymore, callback takes care of that

96 {
97 if (!action_data.m_Player.IsPlayerInStance(action_data.m_PossibleStanceMask) || !m_ConditionItem || !m_ConditionItem.CanContinue(action_data.m_Player,action_data.m_MainItem))
98 return false;
99
101 }
override bool ActionConditionContinue(ActionData action_data)
Definition ActionAttachExplosivesTrigger.c:27

Перекрестные ссылки ActionConditionContinue().

◆ CreateActionComponent()

override void CreateActionComponent ( )
12 {
13 m_ActionData.m_ActionComponent = new CAContinuousMineWood(TIME_BETWEEN_MATERIAL_DROPS_DEFAULT);
14 }
MineActionData TIME_BETWEEN_MATERIAL_DROPS_DEFAULT
Definition CAContinuousMineWood.c:2

◆ CreateActionData()

override ActionData CreateActionData ( )

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
78 {
79 m_ConditionTarget = new CCTCursor(UAMaxDistances.SMALL);
80 m_ConditionItem = new CCINonRuined;
81 }

◆ GetYieldName()

string GetYieldName ( PlayerBase player,
ActionTarget target,
ItemBase item )
96 {
97 if (!action_data.m_Player.IsPlayerInStance(action_data.m_PossibleStanceMask) || !m_ConditionItem || !m_ConditionItem.CanContinue(action_data.m_Player,action_data.m_MainItem))
98 return false;
99
101 }
102
103 /*override void OnFinishProgressServer(ActionData action_data)
104 {
105 MineActionData mad = MineActionData.Cast(action_data);
106 if (mad.m_EffecterID == -1)
107 {
108 mad.m_EffecterID = SEffectManager.CreateParticleServer(action_data.m_Target.GetObject().GetPosition(), new TreeEffecterParameters("TreeEffecter", EffecterBase.NOT_DEFINED_LIFESPAN, 0.1));
109 }
110 else
111 {
112 SEffectManager.ReactivateParticleServer(mad.m_EffecterID);

◆ OnActionInfoUpdate()

override void OnActionInfoUpdate ( PlayerBase player,
ActionTarget target,
ItemBase item )
84 {
85 //Action not allowed if player has broken legs
86 if (player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)

◆ OnEndServer()

override void OnEndServer ( ActionData action_data)
117 {
118 super.OnEndServer(action_data);
121 }
Definition ActionMineTree.c:2
Manager class for managing Effect (EffectParticle, EffectSound)
Definition EffectManager.c:6
static void DestroyEffecterParticleServer(int effecterID)
Definition EffectManager.c:630

Перекрестные ссылки SEffectManager::DestroyEffecterParticleServer().

Переменные

◆ m_HarvestType

Используется в ActionMineTreeBark::ActionMineTreeBark().

◆ TIME_BETWEEN_MATERIAL_DROPS_DEFAULT

MineActionData TIME_BETWEEN_MATERIAL_DROPS_DEFAULT = 4

Используется в ActionMineTree().