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SCR_DebriefingScreenMenu.c
Go to the documentation of this file.
1
//------------------------------------------------------------------------------------------------
2
class
SCR_DebriefingScreenMenu
:
SCR_WelcomeScreenMenu
3
{
4
protected
static
const
string
RESTART_TIMER_WIDGET_NAME
=
"RestartTimerHolder"
;
5
6
//------------------------------------------------------------------------------------------------
7
override
void
OnMenuOpen
()
8
{
9
m_GameMode
=
SCR_BaseGameMode
.Cast(
GetGame
().
GetGameMode
());
10
m_PlayerManager
=
GetGame
().GetPlayerManager();
11
m_MapEntity
=
SCR_MapEntity
.
GetMapInstance
();
12
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SCR_DebriefingScreenComponent debriefingScreen = SCR_DebriefingScreenComponent.Cast(
m_GameMode
.FindComponent(SCR_DebriefingScreenComponent));
14
if
(!debriefingScreen)
15
{
16
Close
();
17
return
;
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}
19
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m_GameMasterButton
=
SCR_InputButtonComponent
.
GetInputButtonComponent
(
"Editor"
,
GetRootWidget
());
21
if
(
m_GameMasterButton
)
22
{
23
if
(
m_GameMode
.GetState() !=
SCR_EGameModeState
.GAME)
24
{
25
m_GameMasterButton
.SetVisible(
false
);
26
}
27
else
28
{
29
SCR_EditorManagerEntity
editor =
SCR_EditorManagerEntity
.GetInstance();
30
if
(editor)
31
m_GameMasterButton
.SetVisible(editor && !editor.IsLimited());
32
else
33
m_GameMasterButton
.SetVisible(
false
);
34
}
35
}
36
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// Check is the restarting counter is in the layout and make it active
38
Widget
restartCounterWidget =
GetRootWidget
().FindAnyWidget(
RESTART_TIMER_WIDGET_NAME
);
39
if
(restartCounterWidget)
40
restartCounterWidget.SetVisible(
true
);
41
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RichTextWidget
scenarioTitle =
RichTextWidget
.Cast(
GetRootWidget
().FindAnyWidget(
"DeploySetup"
));
43
if
(scenarioTitle)
44
//scenarioTitle.SetText(debriefingScreen.GetHeaderTitle());
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scenarioTitle.SetText(
"#AR-DebriefingScreen_Debriefing"
);
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/*RichTextWidget scenarioSubtitle = RichTextWidget.Cast(GetRootWidget().FindAnyWidget("HeaderSubtitle"));
48
if (scenarioSubtitle)
49
scenarioSubtitle.SetText(debriefingScreen.GetHeaderSubtitle());*/
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ServerInfo
serverInfo =
GetGame
().GetServerInfo();
52
if
(serverInfo)
53
m_iMaxPlayerCount
= serverInfo.GetPlayerLimit();
54
55
m_wPlayerCount
=
RichTextWidget
.Cast(
GetRootWidget
().FindAnyWidget(
"PlayerCount"
));
56
UpdatePlayerCount
(0);
57
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m_wScenarioTimeElapsed
=
RichTextWidget
.Cast(
GetRootWidget
().FindAnyWidget(
"TimeElapsed"
));
59
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Widget
continueBtn =
GetRootWidget
().FindAnyWidget(
"CloseButton"
);
61
if
(continueBtn)
62
{
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SCR_InputButtonComponent
continueButton =
SCR_InputButtonComponent
.Cast(continueBtn.FindHandler(
SCR_InputButtonComponent
));
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if
(continueButton)
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continueButton.
m_OnActivated
.Insert(
ReturnToMenu
);
66
67
RichTextWidget
continueBtnBackToMenu =
RichTextWidget
.Cast(continueBtn.FindAnyWidget(
"Text"
));
68
if
(continueBtnBackToMenu)
69
continueBtnBackToMenu.SetText(
"#AR-PauseMenu_Exit"
);
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}
71
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Widget
pauseMenuBtn =
GetRootWidget
().FindAnyWidget(
"PauseButton"
);
73
if
(pauseMenuBtn)
74
{
75
SCR_InputButtonComponent
pauseMenuButton =
SCR_InputButtonComponent
.Cast(pauseMenuBtn.FindHandler(
SCR_InputButtonComponent
));
76
if
(pauseMenuButton)
77
pauseMenuButton.
m_OnActivated
.Insert(
OpenPauseMenu
);
78
}
79
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Widget
chat =
GetRootWidget
().FindAnyWidget(
"ChatPanel"
);
81
if
(chat)
82
m_ChatPanel
=
SCR_ChatPanel
.Cast(chat.FindHandler(
SCR_ChatPanel
));
83
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m_ChatButton
=
SCR_InputButtonComponent
.
GetInputButtonComponent
(
"ChatButton"
,
GetRootWidget
());
85
if
(
m_ChatButton
)
86
m_ChatButton
.m_OnActivated.Insert(
OnChatToggle
);
87
88
UpdateElapsedTime
();
89
SCR_DeployMenuBaseScreenLayout
baseLayout = debriefingScreen.GetBaseLayout();
90
if
(!baseLayout)
91
return
;
92
93
baseLayout.
InitContent
(
this
);
94
95
//InitMap();
96
}
97
98
//------------------------------------------------------------------------------------------------
99
void
ReturnToMenu
()
100
{
101
SCR_ConfigurableDialogUi
dlg =
SCR_CommonDialogs
.CreateDialog(
"scenario_exit"
);
102
if
(!dlg)
103
return
;
104
105
dlg.
m_OnConfirm
.Insert(
BackToMainMenuPopupConfirm
);
106
}
107
108
//-----------------------------------------------------------------------------------------------
109
protected
void
BackToMainMenuPopupConfirm
()
110
{
111
GetRootWidget
().RemoveFromHierarchy();
112
GameStateTransitions
.RequestGameplayEndTransition();
113
}
114
115
//------------------------------------------------------------------------------------------------
116
void
OpenDebriefingScreenMenu
()
117
{
118
GetGame
().GetMenuManager().OpenMenu(
ChimeraMenuPreset
.DebriefingScreenMenu);
119
}
120
121
//------------------------------------------------------------------------------------------------
122
void
CloseDebriefingScreenMenu
()
123
{
124
GetGame
().GetMenuManager().CloseMenuByPreset(
ChimeraMenuPreset
.DebriefingScreenMenu);
125
}
126
127
//------------------------------------------------------------------------------------------------
129
override
protected
void
OpenPauseMenu
()
130
{
131
MenuBase
menu =
GetGame
().GetMenuManager().OpenMenu(
ChimeraMenuPreset
.PauseMenu, 0,
true
,
false
);
132
133
PauseMenuUI
pauseMenu =
PauseMenuUI
.Cast(menu);
134
if
(pauseMenu)
135
{
136
pauseMenu.FadeBackground(
true
,
true
);
137
pauseMenu.DisableSettings();
138
pauseMenu.DisableGameMaster();
139
pauseMenu.DisableArmaVision();
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}
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}
142
};
ChimeraMenuPreset
ChimeraMenuPreset
Menu presets.
Definition
ChimeraMenuBase.c:4
GetGame
ArmaReforgerScripted GetGame()
Definition
game.c:1398
GetGameMode
SCR_BaseGameMode GetGameMode()
Definition
SCR_BaseGameModeComponent.c:15
SCR_EGameModeState
SCR_EGameModeState
Definition
SCR_EGameModeState.c:5
SCR_EditorManagerEntity
void SCR_EditorManagerEntity(IEntitySource src, IEntity parent)
Definition
SCR_EditorManagerEntity.c:2211
GetRootWidget
Widget GetRootWidget()
Definition
SCR_ModularButtonComponent.c:189
Close
proto native void Close()
Definition
SCR_WorkshopDialogs.c:77
GameStateTransitions
Definition
GameStateTransitions.c:13
MenuBase
Definition
MenuBase.c:32
PauseMenuUI
Definition
SCR_PauseMenuUI.c:3
RichTextWidget
Definition
RichTextWidget.c:13
SCR_BaseGameMode
Definition
SCR_BaseGameMode.c:139
SCR_ChatPanel
Definition
SCR_ChatPanel.c:7
SCR_CommonDialogs
Definition
CommonDialogs.c:6
SCR_ConfigurableDialogUi
Definition
SCR_ConfigurableDialogUI.c:17
SCR_ConfigurableDialogUi::m_OnConfirm
ref ScriptInvoker m_OnConfirm
Definition
SCR_ConfigurableDialogUI.c:47
SCR_DebriefingScreenMenu
Definition
SCR_DebriefingScreenMenu.c:3
SCR_DebriefingScreenMenu::OpenPauseMenu
void OpenPauseMenu()
Opens pause menu.
Definition
SCR_DebriefingScreenMenu.c:129
SCR_DebriefingScreenMenu::OnMenuOpen
override void OnMenuOpen()
Definition
SCR_DebriefingScreenMenu.c:7
SCR_DebriefingScreenMenu::BackToMainMenuPopupConfirm
void BackToMainMenuPopupConfirm()
Definition
SCR_DebriefingScreenMenu.c:109
SCR_DebriefingScreenMenu::OpenDebriefingScreenMenu
void OpenDebriefingScreenMenu()
Definition
SCR_DebriefingScreenMenu.c:116
SCR_DebriefingScreenMenu::ReturnToMenu
void ReturnToMenu()
Definition
SCR_DebriefingScreenMenu.c:99
SCR_DebriefingScreenMenu::RESTART_TIMER_WIDGET_NAME
static const string RESTART_TIMER_WIDGET_NAME
Definition
SCR_DebriefingScreenMenu.c:4
SCR_DebriefingScreenMenu::CloseDebriefingScreenMenu
void CloseDebriefingScreenMenu()
Definition
SCR_DebriefingScreenMenu.c:122
SCR_DeployMenuBase::m_ChatButton
SCR_InputButtonComponent m_ChatButton
Definition
SCR_DeployMenuBase.c:10
SCR_DeployMenuBase::m_MapEntity
SCR_MapEntity m_MapEntity
Definition
SCR_DeployMenuBase.c:13
SCR_DeployMenuBase::m_GameMasterButton
SCR_InputButtonComponent m_GameMasterButton
Definition
SCR_DeployMenuBase.c:9
SCR_DeployMenuBase::m_ChatPanel
SCR_ChatPanel m_ChatPanel
Definition
SCR_DeployMenuBase.c:12
SCR_DeployMenuBaseScreenLayout
Base class for Deploy menu layouts.
Definition
SCR_DeployMenuBaseScreenComponent.c:44
SCR_DeployMenuBaseScreenLayout::InitContent
void InitContent(SCR_WelcomeScreenMenu menu)
SCR_InputButtonComponent
Definition
SCR_InputButtonComponent.c:2
SCR_InputButtonComponent::m_OnActivated
ref ScriptInvoker m_OnActivated
Definition
SCR_InputButtonComponent.c:153
SCR_InputButtonComponent::GetInputButtonComponent
static SCR_InputButtonComponent GetInputButtonComponent(string name, notnull Widget parent, bool searchAllChildren=true)
Definition
SCR_InputButtonComponent.c:1212
SCR_MapEntity
Definition
SCR_MapEntity.c:18
SCR_MapEntity::GetMapInstance
static SCR_MapEntity GetMapInstance()
Get map entity instance.
Definition
SCR_MapEntity.c:112
SCR_WelcomeScreenMenu
Class that handles Welcome screen menu.
Definition
SCR_WelcomeScreenMenu.c:4
SCR_WelcomeScreenMenu::OnChatToggle
void OnChatToggle()
Toggles chat panel.
Definition
SCR_WelcomeScreenMenu.c:193
SCR_WelcomeScreenMenu::m_PlayerManager
PlayerManager m_PlayerManager
Definition
SCR_WelcomeScreenMenu.c:6
SCR_WelcomeScreenMenu::UpdateElapsedTime
void UpdateElapsedTime()
Updates elapsed time.
Definition
SCR_WelcomeScreenMenu.c:215
SCR_WelcomeScreenMenu::UpdatePlayerCount
void UpdatePlayerCount(int playerID)
Updates player count.
Definition
SCR_WelcomeScreenMenu.c:225
SCR_WelcomeScreenMenu::m_iMaxPlayerCount
int m_iMaxPlayerCount
Definition
SCR_WelcomeScreenMenu.c:12
SCR_WelcomeScreenMenu::m_wPlayerCount
RichTextWidget m_wPlayerCount
Definition
SCR_WelcomeScreenMenu.c:7
SCR_WelcomeScreenMenu::m_GameMode
SCR_BaseGameMode m_GameMode
Definition
SCR_WelcomeScreenMenu.c:5
SCR_WelcomeScreenMenu::m_wScenarioTimeElapsed
RichTextWidget m_wScenarioTimeElapsed
Definition
SCR_WelcomeScreenMenu.c:8
ServerInfo
Definition
ServerInfo.c:8
Widget
Definition
Widget.c:13
scripts
Game
UI
Menu
DeployMenu
SCR_DebriefingScreenMenu.c
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