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SCR_ScenarioFrameworkResourceComponentAction.c
Go to the documentation of this file.
1
[
BaseContainerProps
(),
SCR_ContainerActionTitle
()]
2
class
SCR_ScenarioFrameworkResourceComponentAction
:
SCR_ScenarioFrameworkActionBase
3
{
4
[
Attribute
(
desc
:
"Target entity for Resource Action"
)];
5
ref
SCR_ScenarioFrameworkGet
m_Getter;
6
7
[
Attribute
(defvalue:
"EResourceType.INVALID.ToString()"
,
desc
:
"Supply type"
, uiwidget:
UIWidgets
.ComboBox, enumType:
EResourceType
)]
8
EResourceType
m_eResourceType;
9
10
[
Attribute
(
desc
:
"Resource system actions to be executed"
)];
11
ref array<ref SCR_ScenarioFrameworkResourceComponentActionBase> m_aResourceComponentActions;
12
13
//------------------------------------------------------------------------------------------------
14
override
void
OnActivate
(
IEntity
object
)
15
{
16
if
(!CanActivate())
17
return
;
18
19
IEntity
entity;
20
if
(!ValidateInputEntity(
object
, m_Getter, entity))
21
{
22
Print
(
string
.Format(
"ScenarioFramework Action: Entity not found for Action %1."
,
this
),
LogLevel
.ERROR);
23
return
;
24
}
25
26
SCR_ResourceComponent resourceComp = SCR_ResourceComponent.Cast(entity.
FindComponent
(SCR_ResourceComponent));
27
if
(!resourceComp)
28
{
29
Print
(
string
.Format(
"ScenarioFramework Action: Entity does not have SCR_ResourceComponent for Action %1."
,
this
),
LogLevel
.ERROR);
30
return
;
31
}
32
33
foreach
(
SCR_ScenarioFrameworkResourceComponentActionBase
resourceAction : m_aResourceComponentActions)
34
{
35
resourceAction.Init(resourceComp, m_eResourceType);
36
}
37
}
38
39
//------------------------------------------------------------------------------------------------
40
array<ref SCR_ScenarioFrameworkResourceComponentActionBase> GetSubActionsResourceSystem()
41
{
42
return
m_aResourceComponentActions;
43
}
44
}
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
OnActivate
override void OnActivate()
Definition
SCR_CharacterCommandLoiter.c:31
EResourceType
EResourceType
Definition
SCR_ResourceContainer.c:2
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)
SCR_ContainerActionTitle
Definition
SCR_ContainerActionTitle.c:2
SCR_ScenarioFrameworkActionBase
Definition
SCR_ScenarioFrameworkActionBase.c:3
SCR_ScenarioFrameworkGet
Definition
SCR_ScenarioFrameworkGet.c:3
SCR_ScenarioFrameworkResourceComponentActionBase
Definition
SCR_ScenarioFrameworkResourceComponentActionBase.c:3
SCR_ScenarioFrameworkResourceComponentAction
Definition
SCR_ScenarioFrameworkResourceComponentAction.c:3
UIWidgets
Definition
attributes.c:40
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
Actions
SCR_ScenarioFrameworkResourceComponentAction.c
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