8 protected bool m_bLatch;
10 protected bool m_bSignal;
11 protected IEntity m_Entity;
12 protected SCR_ScenarioFrameworkLogic m_MasterLogic;
17 void Init(SCR_ScenarioFrameworkLogic logic)
27 void OnActivate(
bool bSignal, IEntity entity)
34 class SCR_ScenarioFrameworkLogicClass : GenericEntityClass
42 protected ref array<ref SCR_ScenarioFrameworkLogicInput>
m_aInputs;
45 protected ref array<ref SCR_ScenarioFrameworkActionBase>
m_aActions;
77 void OnInput(
bool pSignal =
true, IEntity entity =
null);
83 foreach (SCR_ScenarioFrameworkActionBase action :
m_aActions)
84 action.OnActivate(entity);
89 override void _WB_OnCreate(IEntitySource src)
91 WorldEditorAPI api = _WB_GetEditorAPI();
92 IEntitySource thisSrc = api.EntityToSource(
this);
93 api.RenameEntity(thisSrc, api.GenerateDefaultEntityName(thisSrc));
102 class SCR_ScenarioFrameworkLogicCounter : SCR_ScenarioFrameworkLogic
113 override void OnInput(
bool pSignal =
true, IEntity entity =
null)
146 increaseAction.OnActivate(entity);
163 class SCR_ScenarioFrameworkLogicOR : SCR_ScenarioFrameworkLogic
168 override void OnInput(
bool pSignal =
true, IEntity entity =
null)
181 class SCR_ScenarioFrameworkLogicSwitch : SCR_ScenarioFrameworkLogic