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SCR_AnalogGaugeMultiSignal.c
Go to the documentation of this file.
1
//------------------------------------------------------------------------------------------------
3
class
SCR_AnalogGaugeMultiSignal :
SCR_AnalogGaugeSmall
4
{
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// Attributes: signal prefix
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[
Attribute
(
""
,
UIWidgets
.EditBox,
"Name of the signals prefix to listen to."
)]
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protected
string
m_sSignalNamePrefix
;
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// Attributes: number of signals ( signal prefix + signal number = signal name )
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[
Attribute
( defvalue:
"2"
, uiwidget:
UIWidgets
.EditBox,
desc
:
"Number of signals which values are supposed to be summed up"
)]
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private
int
m_iNrOfSignals;
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private
ref array<int> m_iArraysOfSignalsIDs;
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//------------------------------------------------------------------------------------------------
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override
float
GetValue
()
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{
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if
(!
m_SignalsManagerComponent
)
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return
0;
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float
value = 0;
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for
(
int
iLoop = 0; iLoop < m_iArraysOfSignalsIDs.Count(); iLoop++)
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value +=
m_SignalsManagerComponent
.GetSignalValue( m_iArraysOfSignalsIDs.Get( iLoop ) );
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return
value;
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}
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//------------------------------------------------------------------------------------------------
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override
event
void
DisplayStartDraw
(
IEntity
owner)
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{
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if
( !
m_SignalsManagerComponent
)
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return
;
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m_iArraysOfSignalsIDs.Clear();
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for
(
int
iLoop = 1; iLoop <= m_iNrOfSignals; iLoop++)
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m_iArraysOfSignalsIDs.Insert(
m_SignalsManagerComponent
.FindSignal(
m_sSignalNamePrefix
+ iLoop.ToString() ) );
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super.DisplayStartDraw( owner );
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}
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//------------------------------------------------------------------------------------------------
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void
SCR_AnalogGaugeMultiSignal()
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{
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m_iArraysOfSignalsIDs =
new
array<int>();
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}
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//------------------------------------------------------------------------------------------------
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void
~SCR_AnalogGaugeMultiSignal()
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{
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if
( m_iArraysOfSignalsIDs )
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m_iArraysOfSignalsIDs = null;
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}
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};
DisplayStartDraw
override event void DisplayStartDraw(IEntity owner)
Definition
SCR_AvailableActionsDisplay.c:589
m_SignalsManagerComponent
SCR_CharacterSoundComponentClass m_SignalsManagerComponent
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
IEntity
Definition
IEntity.c:13
SCR_AnalogGauge::m_SignalsManagerComponent
SignalsManagerComponent m_SignalsManagerComponent
Definition
SCR_AnalogGauge.c:35
SCR_AnalogGauge::GetValue
override float GetValue()
Definition
SCR_AnalogGauge.c:125
SCR_AnalogGaugeMultiSignal::m_sSignalNamePrefix
string m_sSignalNamePrefix
Definition
SCR_AnalogGaugeMultiSignal.c:7
SCR_AnalogGaugeSmall
Definition
SCR_AnalogGaugeSmall.c:3
UIWidgets
Definition
attributes.c:40
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
UI
HUD
VehicleInfo
SCR_AnalogGaugeMultiSignal.c
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