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SCR_HeldItemAvailableActionContext.c
Go to the documentation of this file.
1
[
BaseContainerProps
(),
SCR_AvailableActionContextTitle
()]
2
class
SCR_HeldItemAvailableActionContext
:
SCR_AvailableActionContext
3
{
4
protected
LocalizedString
m_sItemName
;
5
protected
IEntity
m_LastEntity
;
6
7
//------------------------------------------------------------------------------------------------
8
override
string
GetUIName
()
9
{
10
if
(
m_sItemName
.IsEmpty())
11
return
super.GetUIName();
12
13
return
WidgetManager
.Translate(
m_sName
,
m_sItemName
);
14
}
15
16
//------------------------------------------------------------------------------------------------
17
override
bool
IsAvailable
(notnull
SCR_AvailableActionsConditionData
data
,
float
timeSlice)
18
{
19
IEntity
heldItem =
data
.GetHeldGadget();
20
if
(!heldItem)
21
heldItem =
data
.GetCurrentWeaponEntity();
22
23
if
(!heldItem)
24
return
false
;
25
26
if
(
m_LastEntity
!= heldItem)
27
{
28
if
(
m_fShowCountdown
<= 0)
29
m_fShowCountdown
=
m_iTimeToShow
;
30
31
if
(
m_fHideCountdown
<= 0)
32
m_fHideCountdown
=
m_iTimeForHide
;
33
}
34
35
if
(!super.IsAvailable(
data
, timeSlice))
36
return
false
;
37
38
if
(
m_LastEntity
== heldItem)
39
return
true
;
40
41
InventoryItemComponent
itemIIC =
InventoryItemComponent
.Cast(heldItem.
FindComponent
(
InventoryItemComponent
));
42
if
(!itemIIC)
43
return
true
;
44
45
UIInfo
itemUiInfo = itemIIC.GetUIInfo();
46
if
(!itemUiInfo)
47
return
true
;
48
49
m_LastEntity
= heldItem;
50
m_sItemName
= itemUiInfo.GetName();
51
return
true
;
52
}
53
}
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
data
Get all prefabs that have the spawner data
Definition
SCR_EntityCatalogManagerComponent.c:320
IEntity
Definition
IEntity.c:13
IEntity::FindComponent
proto external Managed FindComponent(typename typeName)
InventoryItemComponent
Definition
InventoryItemComponent.c:13
LocalizedString
Definition
LocalizedString.c:22
SCR_AvailableActionContext
Definition
SCR_AvailableActionsDisplay.c:147
SCR_AvailableActionContext::m_fShowCountdown
float m_fShowCountdown
Definition
SCR_AvailableActionsDisplay.c:171
SCR_AvailableActionContext::m_iTimeForHide
int m_iTimeForHide
Definition
SCR_AvailableActionsDisplay.c:152
SCR_AvailableActionContext::m_fHideCountdown
float m_fHideCountdown
Definition
SCR_AvailableActionsDisplay.c:172
SCR_AvailableActionContext::m_iTimeToShow
int m_iTimeToShow
Definition
SCR_AvailableActionsDisplay.c:155
SCR_AvailableActionContext::m_sName
string m_sName
Definition
SCR_AvailableActionsDisplay.c:167
SCR_AvailableActionContextTitle
Definition
SCR_AvailableActionsDisplay.c:114
SCR_AvailableActionsConditionData
Definition
SCR_AvailableActionsConditionData.c:6
SCR_HeldItemAvailableActionContext
Definition
SCR_HeldItemAvailableActionContext.c:3
SCR_HeldItemAvailableActionContext::m_LastEntity
IEntity m_LastEntity
Definition
SCR_HeldItemAvailableActionContext.c:5
SCR_HeldItemAvailableActionContext::m_sItemName
LocalizedString m_sItemName
Definition
SCR_HeldItemAvailableActionContext.c:4
SCR_HeldItemAvailableActionContext::IsAvailable
override bool IsAvailable(notnull SCR_AvailableActionsConditionData data, float timeSlice)
Definition
SCR_HeldItemAvailableActionContext.c:17
SCR_HeldItemAvailableActionContext::GetUIName
override string GetUIName()
Definition
SCR_HeldItemAvailableActionContext.c:8
UIInfo
UIInfo - allows to define UI elements.
Definition
UIInfo.c:14
WidgetManager
Definition
WidgetManager.c:16
scripts
Game
UI
HUD
AvailableActions
SCR_HeldItemAvailableActionContext.c
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1.17.0