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SCR_ScenarioFrameworkActionOnDamageStateChanged.c
Go to the documentation of this file.
1
[
BaseContainerProps
(),
SCR_ContainerActionTitle
()]
2
class
SCR_ScenarioFrameworkActionOnDamageStateChanged
:
SCR_ScenarioFrameworkActionBase
3
{
4
[
Attribute
(
desc
:
"Entity to check damage changes on."
)]
5
ref
SCR_ScenarioFrameworkGet
m_Getter;
6
7
[
Attribute
(
UIWidgets
.Auto,
desc
:
"What to do on damage state change"
)]
8
ref array<ref SCR_ScenarioFrameworkActionBase> m_aAction;
9
10
[
Attribute
(defvalue:
"EDamageState.UNDAMAGED.ToString()"
,
desc
:
"Activation Damage State"
, uiwidget:
UIWidgets
.ComboBox, enumType:
EDamageState
)]
11
EDamageState
m_eActivationDamageState;
12
13
//------------------------------------------------------------------------------------------------
14
override
void
OnActivate
(
IEntity
object
)
15
{
16
if
(!CanActivate())
17
return
;
18
19
if
(!ValidateInputEntity(
object
, m_Getter, m_Entity))
20
return
;
21
22
SCR_DamageManagerComponent objectDmgManager = SCR_DamageManagerComponent.GetDamageManager(m_Entity);
23
if
(!objectDmgManager)
24
return
;
25
26
objectDmgManager.GetOnDamageStateChanged().Insert(OnDamageStateChanged);
27
}
28
29
//------------------------------------------------------------------------------------------------
31
void
OnDamageStateChanged(
EDamageState
state)
32
{
33
if
(state != m_eActivationDamageState)
34
return
;
35
36
SCR_DamageManagerComponent objectDmgManager = SCR_DamageManagerComponent.GetDamageManager(m_Entity);
37
if
(objectDmgManager)
38
objectDmgManager.GetOnDamageStateChanged().Remove(OnDamageStateChanged);
39
40
foreach
(
SCR_ScenarioFrameworkActionBase
action : m_aAction)
41
{
42
action.OnActivate(m_Entity);
43
}
44
}
45
46
//------------------------------------------------------------------------------------------------
47
override
array<ref SCR_ScenarioFrameworkActionBase> GetSubActions()
48
{
49
return
m_aAction;
50
}
51
}
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
IEntity
Definition
IEntity.c:13
SCR_ContainerActionTitle
Definition
SCR_ContainerActionTitle.c:2
SCR_ScenarioFrameworkActionBase
Definition
SCR_ScenarioFrameworkActionBase.c:3
SCR_ScenarioFrameworkActionOnDamageStateChanged
Definition
SCR_ScenarioFrameworkActionOnDamageStateChanged.c:3
SCR_ScenarioFrameworkGet
Definition
SCR_ScenarioFrameworkGet.c:3
UIWidgets
Definition
attributes.c:40
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
EDamageState
EDamageState
Definition
EDamageState.c:13
scripts
Game
ScenarioFramework
Actions
DamageActions
SCR_ScenarioFrameworkActionOnDamageStateChanged.c
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1.17.0