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SCR_ScenarioFrameworkIsInitialized.c
Go to the documentation of this file.
1
[
BaseContainerProps
()]
2
class
SCR_ScenarioFrameworkIsInitialized
:
SCR_ScenarioFrameworkActivationConditionBase
3
{
4
[
Attribute
(
desc
:
"Checked layer"
)]
5
ref
SCR_ScenarioFrameworkGetLayerBase
m_LayerBaseGetter;
6
7
//------------------------------------------------------------------------------------------------
8
override
bool
Init
(
IEntity
entity)
9
{
10
if
(m_bDebug)
11
Print
(
"[SCR_ScenarioFrameworkIsInitialized.Init] debug line ("
+ __FILE__ +
" L"
+ __LINE__ +
")"
,
LogLevel
.WARNING);
12
13
if
(!m_LayerBaseGetter)
14
return
false
;
15
16
SCR_ScenarioFrameworkParam<IEntity> entityWrapper = SCR_ScenarioFrameworkParam<IEntity>.Cast(m_LayerBaseGetter.Get());
17
if
(!entityWrapper)
18
{
19
PrintFormat
(
"ScenarioFramework Condition: Entity A not found for condition %1."
,
this
, level:
LogLevel
.ERROR);
20
return
false
;
21
}
22
23
IEntity
wrappedEntity = entityWrapper.GetValue();
24
if
(!wrappedEntity)
25
{
26
PrintFormat
(
"ScenarioFramework Condition: Entity A not found for condition %1."
,
this
, level:
LogLevel
.ERROR);
27
return
false
;
28
}
29
30
SCR_ScenarioFrameworkLayerBase
layerBase =
SCR_ScenarioFrameworkLayerBase
.Cast(wrappedEntity.
FindComponent
(
SCR_ScenarioFrameworkLayerBase
));
31
if
(layerBase)
32
return
layerBase.GetIsInitiated();
33
34
return
false
;
35
}
36
}
Init
override void Init()
Definition
CharacterCameraHandlerComponent.c:40
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
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_ScenarioFrameworkActivationConditionBase
Definition
SCR_ScenarioFrameworkActivationConditionBase.c:3
SCR_ScenarioFrameworkGetLayerBase
Definition
SCR_ScenarioFrameworkGetLayerBase.c:3
SCR_ScenarioFrameworkIsInitialized
Definition
SCR_ScenarioFrameworkIsInitialized.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
PrintFormat
proto void PrintFormat(string fmt, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL, LogLevel level=LogLevel.NORMAL)
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
ScenarioFramework
Conditions
SCR_ScenarioFrameworkIsInitialized.c
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