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SCR_ScenarioFrameworkItemInStorageCondition.c
Go to the documentation of this file.
1
[
BaseContainerProps
()]
2
class
SCR_ScenarioFrameworkItemInStorageCondition
:
SCR_ScenarioFrameworkActivationConditionBase
3
{
4
[
Attribute
(
desc
:
"Entity with storage to check."
)]
5
ref
SCR_ScenarioFrameworkGet
m_Getter;
6
7
[
Attribute
(
desc
:
"Prefabs to search"
)]
8
protected
ref array <ResourceName>
m_aPrefabResources
;
9
10
[
Attribute
(defvalue:
"0"
,
desc
:
"Negation of condition"
)]
11
protected
bool
m_bNegation
;
12
13
//------------------------------------------------------------------------------------------------
14
override
bool
Init
(
IEntity
entity)
15
{
16
if
(
m_bNegation
)
17
return
!
IsInInventory
();
18
19
return
IsInInventory
();
20
}
21
22
//------------------------------------------------------------------------------------------------
23
protected
bool
IsInInventory
()
24
{
25
SCR_ScenarioFrameworkParam<IEntity> entityWrapper = SCR_ScenarioFrameworkParam<IEntity>.Cast(m_Getter.Get());
26
if
(!entityWrapper)
27
{
28
Print
(
string
.Format(
"ScenarioFramework Action: Issue with Getter detected for Action %1."
,
this
),
LogLevel
.ERROR);
29
30
return
false
;
31
}
32
33
IEntity
storageEntity = entityWrapper.GetValue();
34
if
(!storageEntity)
35
return
false
;
36
37
InventoryStorageManagerComponent
storageManager =
InventoryStorageManagerComponent
.Cast(storageEntity.
FindComponent
(
InventoryStorageManagerComponent
));
38
if
(!storageManager)
39
return
false
;
40
41
//TODO> PrefabFilter would be even better here, to check childrens
42
SCR_PrefabNamePredicate predicate =
new
SCR_PrefabNamePredicate;
43
44
foreach
(
ResourceName
resource :
m_aPrefabResources
)
45
{
46
predicate.prefabName = resource;
47
if
(storageManager.FindItem(predicate))
48
return
true
;
49
}
50
51
return
false
;
52
}
53
}
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
IEntity
Definition
IEntity.c:13
IEntity::FindComponent
proto external Managed FindComponent(typename typeName)
InventoryStorageManagerComponent
Definition
InventoryStorageManagerComponent.c:13
ResourceName
Definition
ResourceName.c:13
SCR_ScenarioFrameworkActivationConditionBase
Definition
SCR_ScenarioFrameworkActivationConditionBase.c:3
SCR_ScenarioFrameworkGet
Definition
SCR_ScenarioFrameworkGet.c:3
SCR_ScenarioFrameworkItemInStorageCondition
Definition
SCR_ScenarioFrameworkItemInStorageCondition.c:3
SCR_ScenarioFrameworkItemInStorageCondition::m_aPrefabResources
ref array< ResourceName > m_aPrefabResources
Definition
SCR_ScenarioFrameworkItemInStorageCondition.c:8
SCR_ScenarioFrameworkItemInStorageCondition::Init
override bool Init(IEntity entity)
Definition
SCR_ScenarioFrameworkItemInStorageCondition.c:14
SCR_ScenarioFrameworkItemInStorageCondition::IsInInventory
bool IsInInventory()
Definition
SCR_ScenarioFrameworkItemInStorageCondition.c:23
SCR_ScenarioFrameworkItemInStorageCondition::m_bNegation
bool m_bNegation
Definition
SCR_ScenarioFrameworkItemInStorageCondition.c:11
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
Conditions
SCR_ScenarioFrameworkItemInStorageCondition.c
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1.17.0