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SCR_ScenarioFrameworkLogic.c File Reference

Go to the source code of this file.

Classes

class  SCR_ScenarioFrameworkLogicInput
class  SCR_ScenarioFrameworkLogicCounterClass
class  SCR_ScenarioFrameworkLogicORClass
class  SCR_ScenarioFrameworkLogicSwitchClass

Functions

class SCR_ScenarioFrameworkLogicInput Attribute (desc:"If set to true, when this Logic gets activated, it will break the breakpoint in the Script Editor in respective methods. This can be also set during runtime via Debug Menu > ScenarioFramework > Logic Inspector")] bool m_bDebug
void Init (SCR_ScenarioFrameworkLogic logic)
void OnActivate (bool bSignal, IEntity entity)
void Init ()
 Initializes scenario framework logic and inputs.
void SetIsTerminated (bool state)
bool GetIsTerminated ()
void OnInput (bool pSignal=true, IEntity entity=null)
void OnActivate (IEntity entity)
 callback - activation - occurs when and entity which fulfills the filter definitions enters the Trigger
void RestoreToDefault ()
SCR_ScenarioFrameworkLogicCounterClass SCR_ScenarioFrameworkLogicClass Attribute (defvalue:"1", desc:"Threshold", UIWidgets.Graph, category:"Counter")] int m_iCountTo
int GetCounterValue ()
void SetCounterValue (int value)
void Increase (IEntity entity)
void Decrease (IEntity entity)
void Reset ()
 Resets counter to 0.

Variables

ref SCR_ScenarioFrameworkActionInputBase m_InputAction
SCR_ScenarioFrameworkLogic m_MasterLogic
ref array< ref SCR_ScenarioFrameworkLogicInputm_aInputs
ref array< ref SCR_ScenarioFrameworkActionBasem_aActions
bool m_bIsTerminated
ref array< ref SCR_ScenarioFrameworkActionBasem_aOnIncreaseActions
ref array< ref SCR_ScenarioFrameworkActionBasem_aOnDecreaseActions
int m_iCnt = 0
SCR_ScenarioFrameworkLogicORClass m_iActivations = 0

Function Documentation

◆ Attribute() [1/2]

SCR_ScenarioFrameworkLogicCounterClass SCR_ScenarioFrameworkLogicClass Attribute ( defvalue:"1" ,
desc:"Threshold" ,
UIWidgets. Graph,
category:"Counter"  )

◆ Attribute() [2/2]

class SCR_ScenarioFrameworkLogicInput Attribute ( desc:"If set to true,
when this Logic gets activated,
it will break the breakpoint in the Script Editor in respective methods. This can be also set during runtime via Debug Menu,
ScenarioFramework ,
Logic Inspector"  )

◆ Decrease()

void Decrease ( IEntity entity)

Decreases the counter value by 1

Parameters
[in]entity

Definition at line 180 of file SCR_ScenarioFrameworkLogic.c.

◆ GetCounterValue()

int GetCounterValue ( )
Returns
Counter value.

Definition at line 143 of file SCR_ScenarioFrameworkLogic.c.

◆ GetIsTerminated()

bool GetIsTerminated ( )
Returns
whether the object is terminated or not.

Definition at line 69 of file SCR_ScenarioFrameworkLogic.c.

◆ Increase()

void Increase ( IEntity entity)

Increases the counter value by 1

Parameters
[in]entity

Definition at line 158 of file SCR_ScenarioFrameworkLogic.c.

◆ Init() [1/2]

void Init ( )

Initializes scenario framework logic and inputs.

Definition at line 49 of file SCR_ScenarioFrameworkLogic.c.

◆ Init() [2/2]

void Attribute::Init ( SCR_ScenarioFrameworkLogic logic)

Initializes scenario framework logic and optionally initializes input action.

Parameters
[in]logic

Definition at line 8 of file SCR_ScenarioFrameworkLogic.c.

◆ OnActivate()

void Attribute::OnActivate ( bool bSignal,
IEntity entity )

Activates logic on input signal change, passing signal and entity to master logic.

Parameters
[in]bSignalBoolean flag indicating whether the input signal is active or not.
[in]entityEntity representation: Input parameter for receiving activation signal from another entity.

Definition at line 19 of file SCR_ScenarioFrameworkLogic.c.

◆ OnInput()

override void OnInput ( bool pSignal = true,
IEntity entity = null )

Increases entity or self based on input signal.

Parameters
[in]pSignalBoolean flag indicating whether input signal is active or not.
[in]entityIncreases entity's value if entity is provided, else increases this entity's value.

Controls input activation count.

Parameters
[in]pSignalpSignal is a boolean parameter indicating whether an input signal is received or not. If true, it increments activation count;
[in]entityInput entity represents an optional parameter in the method, which can be an instance of any entity in the game world. It is

Definition at line 133 of file SCR_ScenarioFrameworkLogic.c.

◆ RestoreToDefault()

override void RestoreToDefault ( )

Definition at line 91 of file SCR_ScenarioFrameworkLogic.c.

◆ SetCounterValue()

void SetCounterValue ( int value)
Parameters
[in]valueSets counter value.

Definition at line 150 of file SCR_ScenarioFrameworkLogic.c.

◆ SetIsTerminated()

void SetIsTerminated ( bool state)
Parameters
[in]stateof termination.

Definition at line 62 of file SCR_ScenarioFrameworkLogic.c.

Variable Documentation

◆ m_aActions

ref array<ref SCR_ScenarioFrameworkActionBase> m_aActions

Definition at line 43 of file SCR_ScenarioFrameworkLogic.c.

◆ m_aInputs

ref array<ref SCR_ScenarioFrameworkLogicInput> m_aInputs

Definition at line 40 of file SCR_ScenarioFrameworkLogic.c.

◆ m_aOnDecreaseActions

ref array<ref SCR_ScenarioFrameworkActionBase> m_aOnDecreaseActions

Definition at line 125 of file SCR_ScenarioFrameworkLogic.c.

◆ m_aOnIncreaseActions

ref array<ref SCR_ScenarioFrameworkActionBase> m_aOnIncreaseActions

Definition at line 122 of file SCR_ScenarioFrameworkLogic.c.

◆ m_bIsTerminated

bool m_bIsTerminated

Definition at line 45 of file SCR_ScenarioFrameworkLogic.c.

◆ m_iActivations

◆ m_iCnt

int m_iCnt = 0

Definition at line 127 of file SCR_ScenarioFrameworkLogic.c.

◆ m_InputAction

Definition at line 1 of file SCR_ScenarioFrameworkLogic.c.

◆ m_MasterLogic

SCR_ScenarioFrameworkLogic m_MasterLogic

Definition at line 3 of file SCR_ScenarioFrameworkLogic.c.