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SCR_RepeatingParticleEffectEntity.c
Go to the documentation of this file.
1
class
SCR_RepeatingParticleEffectEntityClass
:
ParticleEffectEntityClass
2
{
3
[
Attribute
(defvalue:
"1000"
,
desc
:
"Delay in ms until particles will play again"
,
params
:
"0 inf"
,
category
:
"Loop"
)]
4
protected
int
m_iLoopDelay
;
5
6
[
Attribute
(defvalue:
"0"
,
desc
:
"Max value of additional time in ms, which is going to be randomized when scheduling next particle playback"
,
params
:
"0 inf"
,
category
:
"Loop"
)]
7
protected
int
m_iRandomDelayVariation
;
8
9
[
Attribute
(
desc
:
"Configuration of the audio, which will be played when particles are triggered"
,
category
:
"Sound"
)]
10
protected
ref SCR_AudioSourceConfiguration
m_AudioSourceConfiguration
;
11
12
//------------------------------------------------------------------------------------------------
13
int
GetLoopDelay
()
14
{
15
return
m_iLoopDelay
;
16
}
17
18
//------------------------------------------------------------------------------------------------
19
int
GetRandomDelayVariation
()
20
{
21
return
m_iRandomDelayVariation
;
22
}
23
24
//------------------------------------------------------------------------------------------------
25
SCR_AudioSourceConfiguration
GetAudioSourceConfiguration
()
26
{
27
return
m_AudioSourceConfiguration
;
28
}
29
}
30
31
class
SCR_RepeatingParticleEffectEntity:
ParticleEffectEntity
32
{
33
//------------------------------------------------------------------------------------------------
34
protected
void
LoopPlayback
()
35
{
36
if
(
GetState
() !=
EParticleEffectState
.STOPPED)
37
Stop
();
38
39
Play
();
40
41
SCR_RepeatingParticleEffectEntityClass
data
=
SCR_RepeatingParticleEffectEntityClass
.Cast(
GetPrefabData
());
42
43
SCR_AudioSourceConfiguration audioConfig =
data
.GetAudioSourceConfiguration();
44
if
(audioConfig)
45
SCR_SoundManagerModule
.CreateAndPlayAudioSource(
this
, audioConfig);
46
47
int
delay =
data
.GetLoopDelay();
48
if
(delay <= 0)
49
return
;
50
51
int
additionalDelay =
data
.GetRandomDelayVariation();
52
if
(additionalDelay > 0)
53
additionalDelay =
Math
.RandomInt(0, additionalDelay);
54
55
GetGame
().GetCallqueue().CallLater(
LoopPlayback
, delay + additionalDelay);
56
}
57
58
//------------------------------------------------------------------------------------------------
59
override
protected
void
EOnInit
(
IEntity
owner)
60
{
61
LoopPlayback
();
62
}
63
64
//------------------------------------------------------------------------------------------------
65
protected
void
ParticleEffectEntity
(
IEntitySource
src,
IEntity
parent)
66
{
67
SetEventMask(
EntityEvent
.INIT);
68
}
69
}
GetGame
ArmaReforgerScripted GetGame()
Definition
game.c:1398
data
Get all prefabs that have the spawner data
Definition
SCR_EntityCatalogManagerComponent.c:320
ParticleEffectEntity
void ParticleEffectEntity(IEntitySource src, IEntity parent)
Definition
SCR_RepeatingParticleEffectEntity.c:65
LoopPlayback
SCR_RepeatingParticleEffectEntityClass ParticleEffectEntityClass LoopPlayback()
Definition
SCR_RepeatingParticleEffectEntity.c:34
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
params
category params
Definition
SCR_SpherePointGeneratorPreviewComponent.c:21
category
params category
Definition
SCR_VehicleDamageManagerComponent.c:302
GetPrefabData
SCR_VehicleDamageManagerComponentClass GetPrefabData()
Definition
SCR_VehicleDamageManagerComponent.c:393
IEntity
Definition
IEntity.c:13
IEntitySource
Definition
IEntitySource.c:13
Math
Definition
Math.c:13
ParticleEffectEntityClass
Definition
ParticleEffectEntity.c:13
SCR_RepeatingParticleEffectEntityClass
Definition
SCR_RepeatingParticleEffectEntity.c:2
SCR_RepeatingParticleEffectEntityClass::GetRandomDelayVariation
int GetRandomDelayVariation()
Definition
SCR_RepeatingParticleEffectEntity.c:19
SCR_RepeatingParticleEffectEntityClass::GetLoopDelay
int GetLoopDelay()
Definition
SCR_RepeatingParticleEffectEntity.c:13
SCR_RepeatingParticleEffectEntityClass::GetAudioSourceConfiguration
SCR_AudioSourceConfiguration GetAudioSourceConfiguration()
Definition
SCR_RepeatingParticleEffectEntity.c:25
SCR_RepeatingParticleEffectEntityClass::m_AudioSourceConfiguration
ref SCR_AudioSourceConfiguration m_AudioSourceConfiguration
Definition
SCR_RepeatingParticleEffectEntity.c:10
SCR_RepeatingParticleEffectEntityClass::m_iRandomDelayVariation
int m_iRandomDelayVariation
Definition
SCR_RepeatingParticleEffectEntity.c:7
SCR_RepeatingParticleEffectEntityClass::m_iLoopDelay
int m_iLoopDelay
Definition
SCR_RepeatingParticleEffectEntity.c:4
SCR_SoundManagerModule
Definition
SCR_SoundManagerModule.c:12
EOnInit
override void EOnInit(IEntity owner)
Definition
SCR_AIConfigComponent.c:87
Stop
void Stop()
Stop tracking time in this menu, prepare for sending data.
Definition
SCR_AnalyticsDelayedSend.c:30
Play
bool Play()
Start playing the animation. Call 'Prepare' first if you need to change the setup of a component!
Definition
SCR_AudioSource.c:85
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
EntityEvent
EntityEvent
Various entity events.
Definition
EntityEvent.c:14
GetState
proto external EParticleEffectState GetState()
Definition
SCR_BaseEntitiesEditorUIEffect.c:32
EParticleEffectState
EParticleEffectState
Definition
EParticleEffectState.c:13
scripts
Game
Entities
SCR_RepeatingParticleEffectEntity.c
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