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DeployMenuSystem.c
Go to the documentation of this file.
1
class
DeployMenuSystem
:
GameSystem
2
{
3
override
static
void
InitInfo(
WorldSystemInfo
outInfo)
4
{
5
outInfo
6
.SetAbstract(
false
)
7
.AddPoint(
ESystemPoint
.Frame);
8
}
9
10
protected
SCR_PlayerDeployMenuHandlerComponent
m_LocalMenuHandler
;
11
protected
SCR_RespawnSystemComponent
m_RespawnSystem
;
12
protected
bool
m_bReady
=
false
;
13
14
//------------------------------------------------------------------------------------------------
15
protected
override
void
OnInit
()
16
{
17
m_RespawnSystem
= SCR_RespawnSystemComponent.GetInstance();
18
if
(
m_RespawnSystem
)
19
{
20
if
(
m_RespawnSystem
.UsesLoadingPlaceholder())
21
return
;
// System is needed to animate the placeholder
22
23
auto
spawnLogic =
m_RespawnSystem
.GetSpawnLogic();
24
if
(spawnLogic && spawnLogic.IsInherited(
SCR_MenuSpawnLogic
))
25
return
;
// System is needed to update deploy menu logic
26
}
27
28
Enable(
false
);
// No loading anim menu logic to update.
29
}
30
31
//------------------------------------------------------------------------------------------------
32
void
Register
(notnull SCR_PlayerDeployMenuHandlerComponent handler)
33
{
34
if
(handler.GetPlayerController() ==
GetGame
().
GetPlayerController
())
35
m_LocalMenuHandler
= handler;
36
}
37
38
//------------------------------------------------------------------------------------------------
39
void
Unregister
(notnull SCR_PlayerDeployMenuHandlerComponent handler)
40
{
41
if
(handler.GetPlayerController() ==
GetGame
().
GetPlayerController
())
42
m_LocalMenuHandler
= null;
43
}
44
45
//------------------------------------------------------------------------------------------------
47
void
SetReady
(
bool
ready)
48
{
49
m_bReady
= ready;
50
}
51
52
//------------------------------------------------------------------------------------------------
53
protected
override
void
OnUpdatePoint
(
WorldUpdatePointArgs
args)
54
{
55
float
dt = args.GetTimeSliceSeconds();
56
57
if
(
m_RespawnSystem
)
58
m_RespawnSystem
.UpdateLoadingPlaceholder(dt);
59
60
if
(
m_bReady
&&
m_LocalMenuHandler
)
61
m_LocalMenuHandler
.Update(dt);
62
}
63
}
GetGame
ArmaReforgerScripted GetGame()
Definition
game.c:1398
DeployMenuSystem
Definition
DeployMenuSystem.c:2
DeployMenuSystem::m_LocalMenuHandler
SCR_PlayerDeployMenuHandlerComponent m_LocalMenuHandler
Definition
DeployMenuSystem.c:10
DeployMenuSystem::Unregister
void Unregister(notnull SCR_PlayerDeployMenuHandlerComponent handler)
Definition
DeployMenuSystem.c:39
DeployMenuSystem::m_bReady
bool m_bReady
Definition
DeployMenuSystem.c:12
DeployMenuSystem::SetReady
void SetReady(bool ready)
Indicate that the deploy menu was opened and is ready for user interaction.
Definition
DeployMenuSystem.c:47
DeployMenuSystem::m_RespawnSystem
SCR_RespawnSystemComponent m_RespawnSystem
Definition
DeployMenuSystem.c:11
DeployMenuSystem::OnUpdatePoint
override void OnUpdatePoint(WorldUpdatePointArgs args)
Definition
DeployMenuSystem.c:53
DeployMenuSystem::OnInit
override void OnInit()
Definition
DeployMenuSystem.c:15
DeployMenuSystem::Register
void Register(notnull SCR_PlayerDeployMenuHandlerComponent handler)
Definition
DeployMenuSystem.c:32
GameSystem
Definition
GameSystem.c:16
SCR_MenuSpawnLogic
Definition
SCR_MenuSpawnLogic.c:3
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
GetPlayerController
proto external PlayerController GetPlayerController()
Definition
SCR_PlayerDeployMenuHandlerComponent.c:307
scripts
Game
Systems
DeployMenuSystem.c
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