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CampaignBasesSystem.c
Go to the documentation of this file.
1
class
CampaignBasesSystem
:
GameSystem
2
{
3
override
static
void
InitInfo(
WorldSystemInfo
outInfo)
4
{
5
outInfo
6
.SetAbstract(
false
)
7
.AddPoint(
ESystemPoint
.FixedFrame);
8
}
9
10
protected
ref array<SCR_CampaignMilitaryBaseComponent>
m_Components
= {};
11
12
//------------------------------------------------------------------------------------------------
13
override
protected
void
OnUpdatePoint
(
WorldUpdatePointArgs
args)
14
{
15
float
timeSlice = args.GetTimeSliceSeconds();
16
17
foreach
(
SCR_CampaignMilitaryBaseComponent
comp:
m_Components
)
18
{
19
comp.Update(timeSlice);
20
}
21
}
22
23
//------------------------------------------------------------------------------------------------
24
override
protected
void
OnDiag
(
float
timeSlice)
25
{
26
DbgUI
.Begin(
"CampaignBasesSystem"
);
27
28
DbgUI
.Text(
"Items: "
+
m_Components
.Count());
29
30
if
(
DbgUI
.Button(
"Dump active components"
))
31
{
32
foreach
(
SCR_CampaignMilitaryBaseComponent
comp:
m_Components
)
33
{
34
Print
(comp.GetOwner(),
LogLevel
.ERROR);
35
}
36
}
37
38
DbgUI
.End();
39
}
40
41
//------------------------------------------------------------------------------------------------
43
void
Register
(
SCR_CampaignMilitaryBaseComponent
component)
44
{
45
//About to be deleted
46
if
(component.GetOwner().IsDeleted() || (component.GetOwner().GetFlags() &
EntityFlags
.USER5))
47
return
;
48
49
if
(
m_Components
.Find(component) != -1)
50
return
;
51
52
m_Components
.Insert(component);
53
}
54
55
//------------------------------------------------------------------------------------------------
56
void
Unregister
(
SCR_CampaignMilitaryBaseComponent
component)
57
{
58
int
idx
=
m_Components
.Find(component);
59
if
(
idx
== -1)
60
return
;
61
62
m_Components
.Remove(
idx
);
63
}
64
}
idx
int idx
Definition
AIControlComponentSerializer.c:13
CampaignBasesSystem
Definition
CampaignBasesSystem.c:2
CampaignBasesSystem::OnDiag
void OnDiag(float timeSlice)
Definition
CampaignBasesSystem.c:24
CampaignBasesSystem::Unregister
void Unregister(SCR_CampaignMilitaryBaseComponent component)
Definition
CampaignBasesSystem.c:56
CampaignBasesSystem::m_Components
ref array< SCR_CampaignMilitaryBaseComponent > m_Components
Definition
CampaignBasesSystem.c:10
CampaignBasesSystem::OnUpdatePoint
void OnUpdatePoint(WorldUpdatePointArgs args)
Definition
CampaignBasesSystem.c:13
CampaignBasesSystem::Register
void Register(SCR_CampaignMilitaryBaseComponent component)
Definition
CampaignBasesSystem.c:43
DbgUI
Definition
DbgUI.c:66
GameSystem
Definition
GameSystem.c:16
SCR_CampaignMilitaryBaseComponent
Definition
SCR_CampaignMilitaryBaseComponent.c:38
WorldSystemInfo
Structure holding world system meta-information required by the engine.
Definition
WorldSystemInfo.c:14
WorldUpdatePointArgs
Structure holding extra data of WorldSystem update point.
Definition
WorldUpdatePointArgs.c:14
ESystemPoint
WorldSystemPoint ESystemPoint
Definition
gameLib.c:7
Print
proto void Print(void var, LogLevel level=LogLevel.NORMAL)
Prints content of variable to console/log.
LogLevel
LogLevel
Enum with severity of the logging message.
Definition
LogLevel.c:14
EntityFlags
EntityFlags
Various entity flags.
Definition
EntityFlags.c:14
scripts
Game
Systems
CampaignBasesSystem.c
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