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SCR_ScenarioFrameworkActionChangeLayerTerminationStatus.c
Go to the documentation of this file.
1
[
BaseContainerProps
(),
SCR_ContainerActionTitle
()]
2
class
SCR_ScenarioFrameworkActionChangeLayerTerminationStatus
:
SCR_ScenarioFrameworkActionBase
3
{
4
[
Attribute
(
desc
:
"Name of the layer to change the termination status"
)]
5
ref
SCR_ScenarioFrameworkGetLayerBase
m_Getter;
6
7
[
Attribute
(
desc
:
"If layer will be terminated or not"
)]
8
bool
m_bTerminated;
9
10
//------------------------------------------------------------------------------------------------
11
override
void
OnActivate
(
IEntity
object
)
12
{
13
if
(!CanActivate())
14
return
;
15
16
if
(!m_Getter)
17
{
18
SCR_ScenarioFrameworkLayerBase
layer
=
SCR_ScenarioFrameworkLayerBase
.Cast(
object
.FindComponent(
SCR_ScenarioFrameworkLayerBase
));
19
if
(
layer
)
20
layer
.SetIsTerminated(m_bTerminated);
21
22
return
;
23
}
24
25
SCR_ScenarioFrameworkParam<IEntity> entityWrapper = SCR_ScenarioFrameworkParam<IEntity>.Cast(m_Getter.Get());
26
if
(!entityWrapper)
27
{
28
Print
(
string
.Format(
"ScenarioFramework Action: Getter has issues for action %1. Action won't do anything."
,
this
),
LogLevel
.ERROR);
29
return
;
30
}
31
32
IEntity
entity = entityWrapper.GetValue();
33
if
(!entity)
34
{
35
Print
(
string
.Format(
"ScenarioFramework Action: Entity could not be found for action %1. Action won't do anything."
,
this
),
LogLevel
.ERROR);
36
return
;
37
}
38
39
SCR_ScenarioFrameworkLayerBase
layer
=
SCR_ScenarioFrameworkLayerBase
.Cast(entity.
FindComponent
(
SCR_ScenarioFrameworkLayerBase
));
40
if
(!
layer
)
41
{
42
Print
(
string
.Format(
"ScenarioFramework Action: Entity is not LayerBase for action %1. Action won't do anything."
,
this
),
LogLevel
.ERROR);
43
return
;
44
}
45
46
layer
.SetIsTerminated(m_bTerminated);
47
}
48
}
layer
LayerPresets layer
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
OnActivate
override void OnActivate()
Definition
SCR_CharacterCommandLoiter.c:31
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
SCR_ScenarioFrameworkLayerBase
void SCR_ScenarioFrameworkLayerBase(IEntityComponentSource src, IEntity ent, IEntity parent)
Definition
SCR_ScenarioFrameworkLayerBase.c:1411
IEntity
Definition
IEntity.c:13
IEntity::FindComponent
proto external Managed FindComponent(typename typeName)
SCR_ContainerActionTitle
Definition
SCR_ContainerActionTitle.c:2
SCR_ScenarioFrameworkActionBase
Definition
SCR_ScenarioFrameworkActionBase.c:3
SCR_ScenarioFrameworkActionChangeLayerTerminationStatus
Definition
SCR_ScenarioFrameworkActionChangeLayerTerminationStatus.c:3
SCR_ScenarioFrameworkGetLayerBase
Definition
SCR_ScenarioFrameworkGetLayerBase.c:3
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
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
ScenarioFramework
Actions
SCR_ScenarioFrameworkActionChangeLayerTerminationStatus.c
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