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SCR_CustomTriggerConditionsSpecificPrefabCount.c
Go to the documentation of this file.
1
[
BaseContainerProps
()]
2
class
SCR_CustomTriggerConditionsSpecificPrefabCount
:
SCR_CustomTriggerConditions
3
{
4
[
Attribute
(
desc
:
"Which Prefabs and if their children will be accounted for"
,
category
:
"Trigger"
)]
5
ref array<ref SCR_ScenarioFrameworkPrefabFilterCount> m_aPrefabFilter;
6
7
//------------------------------------------------------------------------------------------------
10
override
void
Prepare(
IEntity
entity)
11
{
12
SCR_ScenarioFrameworkTriggerEntity
trigger =
SCR_ScenarioFrameworkTriggerEntity
.Cast(entity);
13
if
(!trigger)
14
return
;
15
16
Resource
resource;
17
BaseContainer
baseContainer;
18
PrefabFilter
prefabFilter;
19
foreach
(
SCR_ScenarioFrameworkPrefabFilterCount
prefabFilterCount : m_aPrefabFilter)
20
{
21
prefabFilter =
new
PrefabFilter
();
22
prefabFilter.SetPrefab(prefabFilterCount.m_sSpecificPrefabName);
23
prefabFilter.SetCheckPrefabHierarchy(prefabFilterCount.m_bIncludeChildren);
24
trigger.AddPrefabFilter(prefabFilter);
25
26
resource =
Resource
.Load(prefabFilterCount.m_sSpecificPrefabName);
27
if
(!resource.IsValid())
28
continue
;
29
30
prefabFilterCount.m_Resource = resource;
31
prefabFilterCount.m_PrefabContainer = resource.GetResource().ToBaseContainer();
32
}
33
}
34
35
//------------------------------------------------------------------------------------------------
38
override
bool
Init
(
IEntity
entity)
39
{
40
SCR_ScenarioFrameworkTriggerEntity
trigger =
SCR_ScenarioFrameworkTriggerEntity
.Cast(entity);
41
if
(!trigger)
42
return
true
;
43
44
bool
triggerStatus;
45
foreach
(
SCR_ScenarioFrameworkPrefabFilterCount
prefabFilter : m_aPrefabFilter)
46
{
47
if
(trigger.
GetSpecificPrefabCountInsideTrigger
(prefabFilter.m_PrefabContainer, prefabFilter.m_iPrefabCount, prefabFilter.m_bIncludeChildren) >= prefabFilter.m_iPrefabCount)
48
{
49
triggerStatus =
true
;
50
}
51
else
52
{
53
triggerStatus =
false
;
54
break
;
55
}
56
}
57
58
return
triggerStatus;
59
}
60
}
Init
override void Init()
Definition
CharacterCameraHandlerComponent.c:40
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
category
params category
Definition
SCR_VehicleDamageManagerComponent.c:302
BaseContainer
Definition
BaseContainer.c:13
IEntity
Definition
IEntity.c:13
PrefabFilter
Definition
PrefabFilter.c:13
Resource
Object holding reference to resource. In destructor release the resource.
Definition
Resource.c:25
SCR_CustomTriggerConditions
Definition
SCR_CustomTriggerConditions.c:4
SCR_CustomTriggerConditionsSpecificPrefabCount
Definition
SCR_CustomTriggerConditionsSpecificPrefabCount.c:3
SCR_ScenarioFrameworkPrefabFilterCount
Definition
SCR_ScenarioFrameworkPrefabFilter.c:23
SCR_ScenarioFrameworkTriggerEntity
Definition
SCR_ScenarioFrameworkTriggerEntity.c:10
SCR_ScenarioFrameworkTriggerEntity::GetSpecificPrefabCountInsideTrigger
int GetSpecificPrefabCountInsideTrigger(BaseContainer prefabContainer, int targetCount=-1, bool includeInheritance=false)
Returns number of specific prefab that is inside of this trigger.
Definition
SCR_ScenarioFrameworkTriggerEntity.c:414
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
ScenarioFramework
Entities
Triggers
TriggerConditions
SCR_CustomTriggerConditionsSpecificPrefabCount.c
Generated by
1.17.0