Arma Reforger Explorer
1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
SCR_FieldManualPiece.c
Go to the documentation of this file.
1
[
BaseContainerProps
(insertable:
false
)]
2
class
SCR_FieldManualPiece
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{
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[
Attribute
(defvalue:
SCR_EInputTypeCondition
.ALL_INPUTS.ToString(), uiwidget: UIWidgets.ComboBox,
desc
:
"Define if this piece should be displayed for keyboard users, gamepad users or both"
, enums: ParamEnumArray.FromEnum(
SCR_EInputTypeCondition
))]
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protected
SCR_EInputTypeCondition
m_eInputDisplayCondition;
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//------------------------------------------------------------------------------------------------
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// To be overridden by child pieces
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void
CreateWidget(notnull Widget parent);
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//------------------------------------------------------------------------------------------------
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bool
CanCreateWidget()
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{
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// I am very proud of this ugly one-liner (that is technically a two-liner)
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return
m_eInputDisplayCondition ==
SCR_EInputTypeCondition
.ALL_INPUTS ||
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GetGame
().GetInputManager().IsUsingMouseAndKeyboard() == (m_eInputDisplayCondition ==
SCR_EInputTypeCondition
.KEYBOARD_ONLY);
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}
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//------------------------------------------------------------------------------------------------
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bool
CanRefresh()
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{
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return
m_eInputDisplayCondition !=
SCR_EInputTypeCondition
.ALL_INPUTS;
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}
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}
SCR_FieldManualPiece
Definition:
SCR_FieldManualPiece.c:2
GetGame
ArmaReforgerScripted GetGame()
Definition:
game.c:1424
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition:
SCR_RespawnBriefingComponent.c:17
Attribute
typedef Attribute
Post-process effect of scripted camera.
SCR_EInputTypeCondition
SCR_EInputTypeCondition
Definition:
SCR_EInputTypeCondition.c:1
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
FieldManual
Models
Pieces
SCR_FieldManualPiece.c
Generated by
1.8.17