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SCR_HelicopterEngineAction.c
Go to the documentation of this file.
1
class
SCR_HelicopterEngineAction
:
SCR_EngineAction
2
{
4
[
Attribute
(defvalue:
"3.0"
,
desc
:
"Maximum animation signal phase to be reached within ActionDuration"
)]
5
protected
float
m_fEngineTogglePhase
;
6
7
protected
SignalsManagerComponent
m_SignalManager
;
8
protected
int
m_iStartingSequenceSignal
;
9
protected
float
m_fStartingSequencePhase
;
10
11
//------------------------------------------------------------------------------------------------
12
override
void
Init
(
IEntity
pOwnerEntity,
GenericComponent
pManagerComponent)
13
{
14
super.Init(pOwnerEntity, pManagerComponent);
15
16
m_SignalManager
=
SignalsManagerComponent
.Cast(pOwnerEntity.
FindComponent
(
SignalsManagerComponent
));
17
if
(!
m_SignalManager
)
18
return
;
19
m_iStartingSequenceSignal
=
m_SignalManager
.AddOrFindSignal(
"startingSequence"
);
20
}
21
22
override
bool
CanBeShownScript
(
IEntity
user)
23
{
24
return
m_SignalManager
&& super.CanBeShownScript(user);
25
}
26
27
//------------------------------------------------------------------------------------------------
28
override
void
PerformContinuousAction
(
IEntity
pOwnerEntity,
IEntity
pUserEntity,
float
timeSlice)
29
{
30
float
duration =
Math
.AbsFloat(
GetActionDuration
());
31
if
(duration > 0)
32
{
33
m_fStartingSequencePhase
+=
m_fEngineTogglePhase
* timeSlice / duration;
34
m_fStartingSequencePhase
=
Math
.Min(
m_fStartingSequencePhase
,
m_fEngineTogglePhase
);
35
}
36
else
37
{
38
m_fStartingSequencePhase
=
m_fEngineTogglePhase
;
39
}
40
41
if
(
m_SignalManager
)
42
{
43
if
(
m_bTargetState
)
44
m_SignalManager
.SetSignalValue(
m_iStartingSequenceSignal
,
m_fStartingSequencePhase
);
45
else
46
m_SignalManager
.SetSignalValue(
m_iStartingSequenceSignal
,
m_fEngineTogglePhase
-
m_fStartingSequencePhase
);
47
}
48
49
if
(
float
.AlmostEqual(
m_fStartingSequencePhase
,
m_fEngineTogglePhase
))
50
SetState
(
m_bTargetState
);
51
}
52
53
override
void
OnActionStart
(
IEntity
pUserEntity)
54
{
55
if
(
m_SignalManager
)
56
m_fStartingSequencePhase
=
m_SignalManager
.GetSignalValue(
m_iStartingSequenceSignal
);
57
58
if
(!
m_bTargetState
)
59
m_iStartingSequenceSignal
=
m_fEngineTogglePhase
-
m_fStartingSequencePhase
;
60
}
61
62
//------------------------------------------------------------------------------------------------
63
override
void
SetState
(
bool
enable)
64
{
65
super.SetState(enable);
66
67
if
(!
m_SignalManager
)
68
return
;
69
70
if
(enable)
71
m_SignalManager
.SetSignalValue(
m_iStartingSequenceSignal
,
m_fEngineTogglePhase
);
72
else
73
m_SignalManager
.SetSignalValue(
m_iStartingSequenceSignal
, 0);
74
}
75
};
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
BaseUserAction::GetActionDuration
proto external float GetActionDuration()
Returns the duration of this action in seconds.
GenericComponent
Definition
GenericComponent.c:13
IEntity
Definition
IEntity.c:13
IEntity::FindComponent
proto external Managed FindComponent(typename typeName)
Math
Definition
Math.c:13
SCR_EngineAction
Definition
SCR_EngineAction.c:2
SCR_HelicopterEngineAction
Definition
SCR_HelicopterEngineAction.c:2
SCR_HelicopterEngineAction::m_iStartingSequenceSignal
int m_iStartingSequenceSignal
Definition
SCR_HelicopterEngineAction.c:8
SCR_HelicopterEngineAction::m_fStartingSequencePhase
float m_fStartingSequencePhase
Definition
SCR_HelicopterEngineAction.c:9
SCR_HelicopterEngineAction::PerformContinuousAction
override void PerformContinuousAction(IEntity pOwnerEntity, IEntity pUserEntity, float timeSlice)
Definition
SCR_HelicopterEngineAction.c:28
SCR_HelicopterEngineAction::OnActionStart
override void OnActionStart(IEntity pUserEntity)
Definition
SCR_HelicopterEngineAction.c:53
SCR_HelicopterEngineAction::CanBeShownScript
override bool CanBeShownScript(IEntity user)
Definition
SCR_HelicopterEngineAction.c:22
SCR_HelicopterEngineAction::m_SignalManager
SignalsManagerComponent m_SignalManager
Definition
SCR_HelicopterEngineAction.c:7
SCR_HelicopterEngineAction::m_fEngineTogglePhase
float m_fEngineTogglePhase
Maximum animation signal phase.
Definition
SCR_HelicopterEngineAction.c:5
SCR_HelicopterEngineAction::SetState
override void SetState(bool enable)
Definition
SCR_HelicopterEngineAction.c:63
SCR_HelicopterEngineAction::Init
override void Init(IEntity pOwnerEntity, GenericComponent pManagerComponent)
Definition
SCR_HelicopterEngineAction.c:12
SCR_VehicleActionBase::m_bTargetState
bool m_bTargetState
Target state of the action, ignored if toggle.
Definition
SCR_VehicleActionBase.c:9
SignalsManagerComponent
Definition
SignalsManagerComponent.c:13
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
UserActions
SCR_HelicopterEngineAction.c
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