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SCR_AIStanceEditorAttribute.c
Go to the documentation of this file.
1
[
BaseContainerProps
(),
SCR_BaseEditorAttributeCustomTitle
()]
2
class
SCR_AiStanceEditorAttribute
:
SCR_BaseFloatValueHolderEditorAttribute
3
{
4
//---- REFACTOR NOTE START: Not up to date with internal scripting style ----
5
// Probably not implemeneted
6
7
override
SCR_BaseEditorAttributeVar
ReadVariable(Managed item, SCR_AttributesManagerEditorComponent manager)
8
{
9
SCR_EditableEntityComponent
editableEntity =
SCR_EditableEntityComponent
.Cast(item);
10
if
(!editableEntity || (editableEntity.
GetEntityType
() !=
EEditableEntityType
.CHARACTER && editableEntity.
GetEntityType
() !=
EEditableEntityType
.GROUP))
return
null;
11
if
(editableEntity.
HasEntityState
(
EEditableEntityState
.PLAYER))
return
null;
12
13
//WIP
14
#ifndef WORKBENCH
15
return
null;
16
#endif
17
18
//If character
19
if
(editableEntity.
GetEntityType
() ==
EEditableEntityType
.CHARACTER)
20
{
21
22
}
23
//If group
24
else
25
{
26
SCR_AIGroup
aiGroup =
SCR_AIGroup
.Cast(editableEntity.GetOwner());
27
if
(!aiGroup)
return
null;
28
}
29
30
//Should get character Stance
31
return
SCR_BaseEditorAttributeVar
.
CreateInt
(0);
32
}
33
override
void
WriteVariable(Managed item,
SCR_BaseEditorAttributeVar
var, SCR_AttributesManagerEditorComponent manager,
int
playerID)
34
{
35
SCR_EditableEntityComponent
editableEntity =
SCR_EditableEntityComponent
.Cast(item);
36
37
//TODO: Implement logics
38
if
(!var)
return
;
39
40
if
(editableEntity.
GetEntityType
() ==
EEditableEntityType
.CHARACTER)
41
{
42
Print
(
"Set Character stance to: "
+
m_aValues
[var.
GetInt
()].GetName());
43
}
44
else
if
(editableEntity.
GetEntityType
() ==
EEditableEntityType
.GROUP)
45
{
46
Print
(
"Set Group stance to: "
+
m_aValues
[var.
GetInt
()].GetName());
47
}
48
}
49
50
//---- REFACTOR NOTE END ----
51
};
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
SCR_AIGroup
Definition
SCR_AIGroup.c:75
SCR_AiStanceEditorAttribute
Definition
SCR_AIStanceEditorAttribute.c:3
SCR_BaseEditorAttributeCustomTitle
Definition
SCR_BaseEditorAttribute.c:876
SCR_BaseEditorAttributeVar
Definition
SCR_BaseEditorAttributeVar.c:2
SCR_BaseEditorAttributeVar::CreateInt
static SCR_BaseEditorAttributeVar CreateInt(int value)
Definition
SCR_BaseEditorAttributeVar.c:107
SCR_BaseEditorAttributeVar::GetInt
int GetInt()
Definition
SCR_BaseEditorAttributeVar.c:20
SCR_BaseFloatValueHolderEditorAttribute
Attribute base for Name, icon and float value for other attributes to inherent from.
Definition
SCR_BaseFloatValueHolderEditorAttribute.c:4
SCR_BaseFloatValueHolderEditorAttribute::m_aValues
ref array< ref SCR_EditorAttributeFloatStringValueHolder > m_aValues
Definition
SCR_BaseFloatValueHolderEditorAttribute.c:6
SCR_EditableEntityComponent
Definition
SCR_EditableEntityComponent.c:14
SCR_EditableEntityComponent::HasEntityState
bool HasEntityState(EEditableEntityState state)
Definition
SCR_EditableEntityComponent.c:1590
SCR_EditableEntityComponent::GetEntityType
EEditableEntityType GetEntityType(IEntity owner=null)
Definition
SCR_EditableEntityComponent.c:127
Print
proto void Print(void var, LogLevel level=LogLevel.NORMAL)
Prints content of variable to console/log.
EEditableEntityType
EEditableEntityType
Defines type of SCR_EditableEntityComponent. Assigned automatically based on IEntity inheritance.
Definition
EEditableEntityType.c:6
EEditableEntityState
EEditableEntityState
Definition
EEditableEntityState.c:38
scripts
Game
Editor
Containers
Attributes
SCR_AIStanceEditorAttribute.c
Generated by
1.17.0