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UserAction

Data Structures

class  BaseActionsManagerComponentClass
 
class  BaseInteractionHandlerComponentClass
 
class  BaseLightUserAction
 
class  BaseUserAction
 
class  CompartmentUserAction
 
class  DoorUserAction
 
class  ExtBaseInteractionHandlerComponentClass
 
class  ScriptedSignalUserAction
 This action will take care of the synchronization of the signal value. More...
 
class  ScriptedUserAction
 
class  TurnOnUserAction
 
class  UserActionContext
 

Functions

BaseActionsManagerComponentClass GameComponentClass GetContext (string contextName)
 
proto external int GetActionsList (out notnull array< BaseUserAction > outActions)
 
proto external int GetActionsCount ()
 Returns the amount of actions of this (and all owned) managers. More...
 
proto external int GetContextList (out notnull array< UserActionContext > outContexts)
 
proto external int GetContextCount ()
 Returns the amount of contexts that exist in this ActionsManagerComponent. More...
 
proto external BaseUserAction GetFirstAction ()
 Return the first action from the list of all actions. More...
 
proto external BaseUserAction FindAction (int actionID)
 Return action by ID. More...
 
proto external bool IsEnabled ()
 
event protected string NicifyGeneratedContextName (string name)
 
BaseInteractionHandlerComponentClass GameComponentClass IsInteractionAvailable ()
 Returns true if any interaction can be done at given moment, i.e. UI should be shown. More...
 
proto external BaseUserAction GetSelectedAction ()
 
proto external float GetVisibilityRange ()
 Returns the global actions visibility range value defined by attribute in this component. More...
 
event void OnInit (IEntity owner)
 
event void OnFrame (IEntity owner, float timeSlice)
 Called every frame, only for local player controller. More...
 
event void OnAfterPostSimulate (IEntity owner, float timeSlice)
 Called after post simulate, only for local player controller. More...
 
ExtBaseInteractionHandlerComponentClass BaseInteractionHandlerComponentClass SetSelectedAction (BaseUserAction action)
 
proto external UserActionContext GetCurrentContext ()
 Returns currently gathered (active-preferred) context or null if none. More...
 
proto external IEntity GetControlledEntity ()
 Returns the controlled entity or null if none. More...
 
proto external int GetFilteredActions (out notnull array< BaseUserAction > outActions, out notnull array< bool > outCanBePerformed)
 
proto external bool IsContextAvailable ()
 Returns true when there is a gathered context available. More...
 
proto external void SetManualCollectionOverride (bool enabled)
 If set to true, we expect a list of entities to be provided from the user instead. More...
 
proto external bool GetManualCollectionOverride ()
 Returns whether manual collection override is set (we expect a list of entities to be provided from the user instead) More...
 
proto external void SetNearbyCollectionEnabled (bool enabled)
 
proto external bool GetNearbyCollectionEnabled ()
 Returns whether nearby available context collection is enabled. More...
 
proto external float GetNearbyCollectionRadius ()
 Returns the radius in meters that is used for nearby available context collection. More...
 
proto external int GetNearbyAvailableContextList (out notnull array< UserActionContext > outContexts)
 
proto external int GetNearbyShowableContextList (out notnull array< UserActionContext > outContexts)
 
proto external int GetNearbyUnavailableContextList (out notnull array< UserActionContext > outContexts)
 
event protected void OnContextChanged (UserActionContext previousContext, UserActionContext newContext)
 
event protected void OnPostFrame (IEntity owner, IEntity controlledEntity, float timeSlice)
 
event protected bool CanContextChange (UserActionContext currentContext, UserActionContext newContext)
 
event protected bool DoIntersectCheck (IEntity controlledEntity)
 
event protected bool GetIsInteractionAvailableScript ()
 
event protected bool GetCanInteractScript (IEntity controlledEntity)
 
event protected BaseUserAction GetSelectedActionScript ()
 
event protected array< IEntity > GetManualOverrideList (IEntity owner, out vector referencePoint)
 

Detailed Description

Function Documentation

◆ CanContextChange()

event protected bool CanContextChange ( UserActionContext  currentContext,
UserActionContext  newContext 
)

Called before a context is set to determine whether a change can occur.

◆ DoIntersectCheck()

event protected bool DoIntersectCheck ( IEntity  controlledEntity)

Should preferred context collection use intersect checks? This will make a ray check against the context's radius. This works well in tight places where relying on physical collisions is impossible - e.g. in vehicle interiors.

◆ FindAction()

proto external BaseUserAction FindAction ( int  actionID)

Return action by ID.

◆ GetActionsCount()

proto external int GetActionsCount ( )

Returns the amount of actions of this (and all owned) managers.

◆ GetActionsList()

proto external int GetActionsList ( out notnull array< BaseUserAction outActions)

Fills the provided array with the list of all user actions that are registered in this ActionsManagerComponent. Returns the number of output elements.

◆ GetCanInteractScript()

event protected bool GetCanInteractScript ( IEntity  controlledEntity)

Are we allowed to start collecting and processing interactions? Implement custom logic and return true if yes, false otherwise.

Parameters
controlledEntityThe entity that wants to be able to interact (player controlled)

◆ GetContext()

BaseActionsManagerComponentClass GameComponentClass GetContext ( string  contextName)

Tries to find context with provided name in the actions manager. Returns UserActionContext with provided name or null if none exists

◆ GetContextCount()

proto external int GetContextCount ( )

Returns the amount of contexts that exist in this ActionsManagerComponent.

◆ GetContextList()

proto external int GetContextList ( out notnull array< UserActionContext outContexts)

Fills the provided array with the list of all contexts that are defined in this ActionsManagerComponent. Returns the number of output elements.

◆ GetControlledEntity()

proto external IEntity GetControlledEntity ( )

Returns the controlled entity or null if none.

Get reference to editable entity controlled by the player this delegate represents.

Returns
Controlled entity

Definition at line 86 of file SCR_EditablePlayerDelegateComponent.c.

◆ GetCurrentContext()

proto external UserActionContext GetCurrentContext ( )

Returns currently gathered (active-preferred) context or null if none.

◆ GetFilteredActions()

proto external int GetFilteredActions ( out notnull array< BaseUserAction outActions,
out notnull array< bool >  outCanBePerformed 
)

After collection is done, this method can be used for retrieving already checked user actions from current context.

Parameters
outActionsArray that will be filled with user actions that can be shown
outCanBePerformedArray that complements the outActions with result of CanBePerformed check
Returns
Amount of actions gathered, can be 0 if none

◆ GetFirstAction()

proto external BaseUserAction GetFirstAction ( )

Return the first action from the list of all actions.

◆ GetIsInteractionAvailableScript()

event protected bool GetIsInteractionAvailableScript ( )

Are any user actions available to interact with? Implement and return true if yes, false otherwise.

◆ GetManualCollectionOverride()

proto external bool GetManualCollectionOverride ( )

Returns whether manual collection override is set (we expect a list of entities to be provided from the user instead)

◆ GetManualOverrideList()

event protected array<IEntity> GetManualOverrideList ( IEntity  owner,
out vector  referencePoint 
)

Callback whem manual collection override is enabled. See SetManualCollectionOverride. It may return nullptrs inside array if this is called between deletion of instance inside the array and updating of the array.

Parameters
ownerParent entity
referencePointPoint in world space used to calculate distance and sort contexts by

◆ GetNearbyAvailableContextList()

proto external int GetNearbyAvailableContextList ( out notnull array< UserActionContext outContexts)

If nearby collection is enabled, fills the provided array with collected contexts nearby. Only contexts that have at least one action that can be shown and performed are output.

Parameters
outContextsArray of contexts that will be cleared and filled with nearby available contexts.
Returns
Returns the count of output contexts or 0 if none.

◆ GetNearbyCollectionEnabled()

proto external bool GetNearbyCollectionEnabled ( )

Returns whether nearby available context collection is enabled.

◆ GetNearbyCollectionRadius()

proto external float GetNearbyCollectionRadius ( )

Returns the radius in meters that is used for nearby available context collection.

◆ GetNearbyShowableContextList()

proto external int GetNearbyShowableContextList ( out notnull array< UserActionContext outContexts)

If nearby collection is enabled, fills the provided array with collected contexts nearby. Only contexts that have at least one action that can be shown, but not performed are output.

Parameters
outContextsArray of contexts that will be cleared and filled with nearby available contexts.
Returns
Returns the count of output contexts or 0 if none.

◆ GetNearbyUnavailableContextList()

proto external int GetNearbyUnavailableContextList ( out notnull array< UserActionContext outContexts)

If nearby collection is enabled, fills the provided array with collected contexts nearby. Only contexts that have at least one action, but none can be shown or performed are output.

Parameters
outContextsArray of contexts that will be cleared and filled with nearby available contexts.
Returns
Returns the count of output contexts or 0 if none.

◆ GetSelectedAction()

proto external BaseUserAction GetSelectedAction ( )

Return currently selected user action or null if none

Definition at line 272 of file SCR_DownloadManager_Dialog.c.

◆ GetSelectedActionScript()

event protected BaseUserAction GetSelectedActionScript ( )

Currently sected action or null if none. Implement and return currently selected action.

◆ GetVisibilityRange()

proto external float GetVisibilityRange ( )

Returns the global actions visibility range value defined by attribute in this component.

◆ IsContextAvailable()

proto external bool IsContextAvailable ( )

Returns true when there is a gathered context available.

◆ IsEnabled()

proto external bool IsEnabled ( )

Returns whether this manager is enabled and can provide actions. This is introduced because an entity can be inactive but still provide actions or the other way around. (e.g. a burning wreck can be active, but not provide actions.)

Returns
Returns true when active, false otherwise.

Check if the component is enabled.

Returns
True when enabled

Get if support station is enabled.

Returns
true if enabled
Get if black list is enabled. Disabled blacklists are removed on init

Definition at line 99 of file SCR_BaseManualCameraComponent.c.

◆ IsInteractionAvailable()

Returns true if any interaction can be done at given moment, i.e. UI should be shown.

Base class for interaction handler. This component must be attached to a PlayerController.

◆ NicifyGeneratedContextName()

event protected string NicifyGeneratedContextName ( string  name)

Definition at line 46 of file BaseActionsManagerComponent.c.

◆ OnAfterPostSimulate()

event void OnAfterPostSimulate ( IEntity  owner,
float  timeSlice 
)

Called after post simulate, only for local player controller.

◆ OnContextChanged()

event protected void OnContextChanged ( UserActionContext  previousContext,
UserActionContext  newContext 
)

Event called when InteractionHandlerComponent finds new target UserActionContext and a change occurs. Both previous and new context might be 'null' if no context is caught in collection.

Parameters
previousContextContext that was active up until this collection - can be null
newContextContext that will be active after this collection - can be null if nothing was caught

◆ OnFrame()

event void OnFrame ( IEntity  owner,
float  timeSlice 
)

Called every frame, only for local player controller.

◆ OnInit()

event void OnInit ( IEntity  owner)

Called on initialization. Might not be called unless we already own this item.

Called during EOnInit.

Parameters
ownerEntity this component is attached to.

Definition at line 523 of file SCR_CharacterCommandHandler_Tests.c.

◆ OnPostFrame()

event protected void OnPostFrame ( IEntity  owner,
IEntity  controlledEntity,
float  timeSlice 
)

Called once per frame after simulation. Can be used for drawing and updating UI.

◆ SetManualCollectionOverride()

proto external void SetManualCollectionOverride ( bool  enabled)

If set to true, we expect a list of entities to be provided from the user instead.

◆ SetNearbyCollectionEnabled()

proto external void SetNearbyCollectionEnabled ( bool  enabled)

Sets whether nearby available context collection should be enabled.

Parameters
enabledTrue to enable collection, false to disable.

◆ SetSelectedAction()

Collects interactions by performing a sphere cast initially and then a sphere query at the end. Iterates through hit entities and tries to find closest entity with ActionsManagerComponent that has a valid context.

Sets currently select action. Only relevant to the owner of this component, ie. for the local player. Accepts null for when action is to be cleared.