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FireDamageSystem.c
Go to the documentation of this file.
1
class
FireDamageSystem
:
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_DamageManagerComponent>
m_aDamageManagers
= {};
11
12
//------------------------------------------------------------------------------------------------
13
override
bool
ShouldBePaused
()
14
{
15
return
true
;
16
}
17
18
//------------------------------------------------------------------------------------------------
19
protected
override
void
OnUpdatePoint
(
WorldUpdatePointArgs
args)
20
{
21
float
timeSlice = args.GetTimeSliceSeconds();
22
23
foreach
(SCR_DamageManagerComponent component :
m_aDamageManagers
)
24
{
25
if
(component)
26
component.UpdateFireDamage(timeSlice);
27
}
28
}
29
30
//------------------------------------------------------------------------------------------------
31
override
void
OnDiag
(
float
timeSlice)
32
{
33
DbgUI
.Begin(
"FireDamageSystem"
);
34
35
DbgUI
.Text(
"Damage managers: "
+
m_aDamageManagers
.Count());
36
37
if
(
DbgUI
.Button(
"Dump active fire damage manager components"
))
38
{
39
foreach
(SCR_DamageManagerComponent component :
m_aDamageManagers
)
40
{
41
Print
(component.GetOwner(),
LogLevel
.ERROR);
42
}
43
}
44
45
DbgUI
.End();
46
}
47
48
//------------------------------------------------------------------------------------------------
50
void
Register
(SCR_DamageManagerComponent component)
51
{
52
//About to be deleted
53
if
(component.GetOwner().IsDeleted() || (component.GetOwner().GetFlags() &
EntityFlags
.USER5))
54
return
;
55
56
if
(!
m_aDamageManagers
.Contains(component))
57
m_aDamageManagers
.Insert(component);
58
}
59
60
//------------------------------------------------------------------------------------------------
61
void
Unregister
(SCR_DamageManagerComponent component)
62
{
63
m_aDamageManagers
.RemoveItem(component);
64
65
// Final update
66
if
(component)
67
component.UpdateFireDamage(GetWorld().GetFixedTimeSlice());
68
}
69
}
DbgUI
Definition
DbgUI.c:66
FireDamageSystem
Definition
FireDamageSystem.c:2
FireDamageSystem::Unregister
void Unregister(SCR_DamageManagerComponent component)
Definition
FireDamageSystem.c:61
FireDamageSystem::m_aDamageManagers
ref array< SCR_DamageManagerComponent > m_aDamageManagers
Definition
FireDamageSystem.c:10
FireDamageSystem::Register
void Register(SCR_DamageManagerComponent component)
Definition
FireDamageSystem.c:50
FireDamageSystem::ShouldBePaused
override bool ShouldBePaused()
Definition
FireDamageSystem.c:13
FireDamageSystem::OnUpdatePoint
override void OnUpdatePoint(WorldUpdatePointArgs args)
Definition
FireDamageSystem.c:19
FireDamageSystem::OnDiag
override void OnDiag(float timeSlice)
Definition
FireDamageSystem.c:31
GameSystem
Definition
GameSystem.c:16
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
FireDamageSystem.c
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