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SCR_DeployableSpawnPointSystem.c
Go to the documentation of this file.
1
class
SCR_DeployableSpawnPointSystem
:
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_BaseDeployableSpawnPointComponent>
m_aComponents
= {};
11
12
//------------------------------------------------------------------------------------------------
13
override
protected
void
OnUpdatePoint
(
WorldUpdatePointArgs
args)
14
{
15
float
timeSlice = args.GetTimeSliceSeconds();
16
17
foreach
(SCR_BaseDeployableSpawnPointComponent comp:
m_aComponents
)
18
{
19
comp.Update(timeSlice);
20
}
21
}
22
23
override
void
OnDiag
(
float
timeSlice)
24
{
25
DbgUI
.Begin(
"SCR_DeployableSpawnPointSystem"
);
26
27
DbgUI
.Text(
"Comps: "
+
m_aComponents
.Count());
28
29
if
(
DbgUI
.Button(
"Dump active components"
))
30
{
31
foreach
(SCR_BaseDeployableSpawnPointComponent comp:
m_aComponents
)
32
{
33
Print
(comp.GetOwner(),
LogLevel
.ERROR);
34
}
35
}
36
37
DbgUI
.End();
38
}
39
40
void
Register
(SCR_BaseDeployableSpawnPointComponent component)
41
{
42
//About to be deleted
43
if
(component.GetOwner().IsDeleted() || (component.GetOwner().GetFlags() &
EntityFlags
.USER5))
44
return
;
45
46
if
(
m_aComponents
.Contains(component))
47
return
;
48
49
m_aComponents
.Insert(component);
50
}
51
52
void
Unregister
(SCR_BaseDeployableSpawnPointComponent component)
53
{
54
m_aComponents
.RemoveItem(component);
55
}
56
}
DbgUI
Definition
DbgUI.c:66
GameSystem
Definition
GameSystem.c:16
SCR_DeployableSpawnPointSystem
Definition
SCR_DeployableSpawnPointSystem.c:2
SCR_DeployableSpawnPointSystem::OnDiag
override void OnDiag(float timeSlice)
Definition
SCR_DeployableSpawnPointSystem.c:23
SCR_DeployableSpawnPointSystem::OnUpdatePoint
void OnUpdatePoint(WorldUpdatePointArgs args)
Definition
SCR_DeployableSpawnPointSystem.c:13
SCR_DeployableSpawnPointSystem::m_aComponents
ref array< SCR_BaseDeployableSpawnPointComponent > m_aComponents
Definition
SCR_DeployableSpawnPointSystem.c:10
SCR_DeployableSpawnPointSystem::Register
void Register(SCR_BaseDeployableSpawnPointComponent component)
Definition
SCR_DeployableSpawnPointSystem.c:40
SCR_DeployableSpawnPointSystem::Unregister
void Unregister(SCR_BaseDeployableSpawnPointComponent component)
Definition
SCR_DeployableSpawnPointSystem.c:52
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
SCR_DeployableSpawnPointSystem.c
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