Arma Reforger Explorer
1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
SCR_EditorIsStateActionCondition.c
Go to the documentation of this file.
1
[
BaseContainerProps
()]
3
class
SCR_EditorIsStateActionCondition
:
SCR_AvailableActionCondition
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{
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6
[
Attribute
(
"0"
, UIWidgets.ComboBox,
""
, enums: ParamEnumArray.FromEnum(
EEditorState
))]
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protected
EEditorState
m_EditorState;
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protected
SCR_StatesEditorComponent
m_StatesManager;
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override
bool
IsAvailable(
SCR_AvailableActionsConditionData
data
)
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{
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if
(!
data
)
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return
false
;
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if
(!
m_StatesManager
)
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{
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m_StatesManager
=
SCR_StatesEditorComponent
.Cast(
SCR_StatesEditorComponent
.GetInstance(
SCR_StatesEditorComponent
));
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if
(!
m_StatesManager
)
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return
true
;
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}
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return
GetReturnResult(
m_StatesManager
.GetState() == m_EditorState);
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}
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};
m_StatesManager
private SCR_StatesEditorComponent m_StatesManager
Definition:
SCR_AttributesManagerEditorComponent.c:65
SCR_AvailableActionsConditionData
Definition:
SCR_AvailableActionsConditionData.c:5
EEditorState
EEditorState
Unique editor state.
Definition:
EEditorState.c:5
SCR_EditorIsStateActionCondition
Returns true when editor state is the given state.
Definition:
SCR_EditorIsStateActionCondition.c:3
SCR_AvailableActionCondition
A single available action condition representation.
Definition:
SCR_AvailableActionsCondition.c:3
Attribute
typedef Attribute
Post-process effect of scripted camera.
data
Get all prefabs that have the spawner data
Definition:
SCR_EntityCatalogManagerComponent.c:305
SCR_StatesEditorComponent
Definition:
SCR_StatesEditorComponent.c:9
BaseContainerProps
SCR_AIGoalReaction_Follow BaseContainerProps
Handles insects that are supposed to be spawned around selected prefabs defined in prefab names array...
Definition:
SCR_AIGoalReaction.c:468
scripts_Arma_Reforger_v1.1.0.42
scripts
Game
UI
HUD
AvailableActions
Conditions
Editor
SCR_EditorIsStateActionCondition.c
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1.8.17