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SCR_ScenarioFrameworkActionShowLayout.c
Go to the documentation of this file.
1
[
BaseContainerProps
(),
SCR_ContainerActionTitle
()]
2
class
SCR_ScenarioFrameworkActionShowLayout
:
SCR_ScenarioFrameworkActionBase
3
{
4
[
Attribute
(
""
,
UIWidgets
.ResourceNamePicker,
""
,
"layout"
)]
5
protected
ResourceName
m_sLayout
;
6
7
[
Attribute
(
desc
:
"Fade in time"
,
params
:
"0 inf 0.01"
)]
8
float
m_fFadeIn
;
9
10
[
Attribute
(
desc
:
"Fade out time"
,
params
:
"0 inf 0.01"
)]
11
float
m_fFadeOut
;
12
13
[
Attribute
(
desc
:
"For how long the layout should stay visible."
,
params
:
"0 inf 0.001"
)]
14
float
m_fVisibilityTime
;
15
16
[
Attribute
(
desc
:
"Target value for opacity."
,
params
:
"0 1"
)]
17
float
m_fOpacityValue
;
18
19
[
Attribute
(
desc
:
"Unique layout ID"
)]
20
int
m_iID
;
21
22
[
Attribute
(
desc
:
"Getter to get either a specific player or array of player entities"
)]
23
ref
SCR_ScenarioFrameworkGet
m_Getter
;
24
25
//------------------------------------------------------------------------------------------------
26
override
void
OnActivate
(
IEntity
object
)
27
{
28
if
(!CanActivate())
29
return
;
30
31
SCR_ScenarioFrameworkSystem
scenarioFrameworkSystem =
SCR_ScenarioFrameworkSystem
.
GetInstance
();
32
if
(!scenarioFrameworkSystem)
33
return
;
34
35
PlayerManager
playerManager =
GetGame
().GetPlayerManager();
36
if
(!playerManager)
37
return
;
38
39
int
playerId = -1;
40
if
(
EntityUtils
.IsPlayer(
object
))
41
playerId = playerManager.GetPlayerIdFromControlledEntity(
object
);
42
43
array<IEntity> aEntities;
44
45
if
(
m_Getter
)
46
{
47
// Getter takes the priority. We set it back to -1 in case that object was player.
48
playerId = -1;
49
50
SCR_ScenarioFrameworkParam<IEntity> entityWrapper = SCR_ScenarioFrameworkParam<IEntity>.Cast(
m_Getter
.Get());
51
if
(!entityWrapper)
52
{
53
SCR_ScenarioFrameworkParam<array<IEntity>> arrayOfEntitiesWrapper = SCR_ScenarioFrameworkParam<array<IEntity>>.Cast(
m_Getter
.Get());
54
if
(!arrayOfEntitiesWrapper)
55
return
;
56
57
aEntities = arrayOfEntitiesWrapper.GetValue();
58
if
(!aEntities)
59
return
;
60
}
61
else
62
{
63
IEntity
entityFrom = entityWrapper.GetValue();
64
if
(entityFrom)
65
playerId = playerManager.GetPlayerIdFromControlledEntity(entityFrom);
66
}
67
}
68
69
if
(!aEntities)
70
{
71
scenarioFrameworkSystem.
ShowLayout
(playerId,
object
.
GetID
(),
m_iID
,
m_fFadeIn
,
m_fFadeOut
,
m_fVisibilityTime
,
m_fOpacityValue
);
72
}
73
else
74
{
75
foreach
(
IEntity
entity : aEntities)
76
{
77
if
(!
EntityUtils
.IsPlayer(entity))
78
continue
;
79
80
playerId = playerManager.GetPlayerIdFromControlledEntity(entity);
81
scenarioFrameworkSystem.
ShowLayout
(playerId,
object
.
GetID
(),
m_iID
,
m_fFadeIn
,
m_fFadeOut
,
m_fVisibilityTime
,
m_fOpacityValue
);
82
}
83
}
84
}
85
86
//------------------------------------------------------------------------------------------------
87
ResourceName
GetLayoutResource
()
88
{
89
return
m_sLayout
;
90
}
91
}
GetGame
ArmaReforgerScripted GetGame()
Definition
game.c:1398
GetID
override string GetID(string fileName, string varName, array< BaseContainer > objects, array< int > indexes)
Definition
LocParserRule_Custom.c:228
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
params
category params
Definition
SCR_SpherePointGeneratorPreviewComponent.c:21
EntityUtils
Definition
EntityUtils.c:13
IEntity
Definition
IEntity.c:13
PlayerManager
Definition
PlayerManager.c:13
ResourceName
Definition
ResourceName.c:13
SCR_ContainerActionTitle
Definition
SCR_ContainerActionTitle.c:2
SCR_ScenarioFrameworkActionBase
Definition
SCR_ScenarioFrameworkActionBase.c:3
SCR_ScenarioFrameworkActionShowLayout
Definition
SCR_ScenarioFrameworkActionShowLayout.c:3
SCR_ScenarioFrameworkActionShowLayout::m_sLayout
ResourceName m_sLayout
Definition
SCR_ScenarioFrameworkActionShowLayout.c:5
SCR_ScenarioFrameworkActionShowLayout::GetLayoutResource
ResourceName GetLayoutResource()
Definition
SCR_ScenarioFrameworkActionShowLayout.c:87
SCR_ScenarioFrameworkActionShowLayout::m_fFadeIn
float m_fFadeIn
Definition
SCR_ScenarioFrameworkActionShowLayout.c:8
SCR_ScenarioFrameworkActionShowLayout::m_iID
int m_iID
Definition
SCR_ScenarioFrameworkActionShowLayout.c:20
SCR_ScenarioFrameworkActionShowLayout::m_Getter
ref SCR_ScenarioFrameworkGet m_Getter
Definition
SCR_ScenarioFrameworkActionShowLayout.c:23
SCR_ScenarioFrameworkActionShowLayout::OnActivate
override void OnActivate(IEntity object)
Definition
SCR_ScenarioFrameworkActionShowLayout.c:26
SCR_ScenarioFrameworkActionShowLayout::m_fOpacityValue
float m_fOpacityValue
Definition
SCR_ScenarioFrameworkActionShowLayout.c:17
SCR_ScenarioFrameworkActionShowLayout::m_fFadeOut
float m_fFadeOut
Definition
SCR_ScenarioFrameworkActionShowLayout.c:11
SCR_ScenarioFrameworkActionShowLayout::m_fVisibilityTime
float m_fVisibilityTime
Definition
SCR_ScenarioFrameworkActionShowLayout.c:14
SCR_ScenarioFrameworkGet
Definition
SCR_ScenarioFrameworkGet.c:3
SCR_ScenarioFrameworkSystem
Definition
SCR_ScenarioFrameworkSystem.c:2
SCR_ScenarioFrameworkSystem::ShowLayout
void ShowLayout(int playerId=-1, EntityID actionOwnerEntId=EntityID.INVALID, int layoutId=-1, float fadeIn=-1, float fadeOut=-1, float visibilityTime=-1, float opacity=-1)
Definition
SCR_ScenarioFrameworkSystem.c:1596
SCR_ScenarioFrameworkSystem::GetInstance
static SCR_ScenarioFrameworkSystem GetInstance()
Definition
SCR_ScenarioFrameworkSystem.c:76
UIWidgets
Definition
attributes.c:40
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
ScenarioFramework
Actions
SCR_ScenarioFrameworkActionShowLayout.c
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