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SCR_ScenarioFrameworkSlotClearArea.c
Go to the documentation of this file.
1
[
EntityEditorProps
(
category
:
"GameScripted/ScenarioFramework/Slot"
, description:
""
)]
2
class
SCR_ScenarioFrameworkSlotClearAreaClass
:
SCR_ScenarioFrameworkSlotTaskClass
3
{
4
}
5
6
class
SCR_ScenarioFrameworkSlotClearArea : SCR_ScenarioFrameworkSlotTask
7
{
8
[
Attribute
(
desc
:
"Ignored Faction Keys that won't be used for any calculations for this Slot Clear"
,
category
:
"Asset"
)]
9
protected
ref array<FactionKey> m_aIgnoredFactionKeys;
10
11
protected
bool
m_bPreviousTriggerState;
12
13
//------------------------------------------------------------------------------------------------
15
override
void
FinishInit
()
16
{
17
BaseGameTriggerEntity trigger = BaseGameTriggerEntity.Cast(
m_Entity
);
18
if
(trigger)
19
{
20
m_bPreviousTriggerState = trigger.IsPeriodicQueriesEnabled();
21
trigger.EnablePeriodicQueries(
false
);
22
23
SCR_FactionControlTriggerEntity
factionTrigger =
SCR_FactionControlTriggerEntity
.Cast(trigger);
24
if
(factionTrigger && m_aIgnoredFactionKeys)
25
factionTrigger.
AddIgnoredFactionKeys
(m_aIgnoredFactionKeys);
26
27
SCR_ScenarioFrameworkTriggerEntity
frameworkTrigger =
SCR_ScenarioFrameworkTriggerEntity
.Cast(trigger);
28
if
(frameworkTrigger)
29
frameworkTrigger.
SetInitSequenceDone
(
false
);
30
}
31
32
super.FinishInit();
33
}
34
35
//------------------------------------------------------------------------------------------------
38
override
void
AfterAllChildrenSpawned
(
SCR_ScenarioFrameworkLayerBase
layer
)
39
{
40
m_bInitiated
=
true
;
41
42
if
(
m_ParentLayer
)
43
m_ParentLayer
.CheckAllChildrenSpawned(
this
);
44
45
if
(!
m_Area
)
46
m_Area
=
GetParentArea
();
47
48
if
(
m_Area
)
49
{
50
m_Area
.GetOnAllChildrenSpawned().Insert(
AfterParentAreaChildrenSpawned
);
51
m_Area
.CheckAllChildrenSpawned(
this
);
52
}
53
54
GetOnAllChildrenSpawned
().Remove(
AfterAllChildrenSpawned
);
55
}
56
57
//------------------------------------------------------------------------------------------------
60
protected
void
AfterParentAreaChildrenSpawned
(
SCR_ScenarioFrameworkLayerBase
layer
)
61
{
62
foreach
(
SCR_ScenarioFrameworkPlugin
plugin :
m_aPlugins
)
63
{
64
plugin.Init(
this
);
65
}
66
67
InitActivationActions
();
68
69
if
(
m_Area
)
70
m_Area
.GetOnAllChildrenSpawned().Remove(
AfterParentAreaChildrenSpawned
);
71
72
if
(
m_Entity
)
73
{
74
BaseGameTriggerEntity trigger = BaseGameTriggerEntity.Cast(
m_Entity
);
75
if
(trigger)
76
{
77
trigger.EnablePeriodicQueries(m_bPreviousTriggerState);
78
79
SCR_ScenarioFrameworkTriggerEntity
frameworkTrigger =
SCR_ScenarioFrameworkTriggerEntity
.Cast(trigger);
80
if
(frameworkTrigger)
81
frameworkTrigger.
SetInitSequenceDone
(
true
);
82
}
83
}
84
}
85
}
layer
LayerPresets layer
m_Entity
enum EAITargetInfoCategory m_Entity
EntityEditorProps
enum SCR_ECompassType EntityEditorProps(category:"GameScripted/Gadgets", description:"Compass", color:"0 0 255 255")
Prefab data class for compass component.
Definition
SCR_CompassComponent.c:10
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
m_ParentLayer
SCR_ScenarioFrameworkLayerBase m_ParentLayer
Definition
SCR_ScenarioFrameworkLayerBase.c:77
GetOnAllChildrenSpawned
ScriptInvokerScenarioFrameworkLayer GetOnAllChildrenSpawned()
Definition
SCR_ScenarioFrameworkLayerBase.c:694
FinishInit
void FinishInit()
Initializes children, retrieves them, and spawns them.
Definition
SCR_ScenarioFrameworkLayerBase.c:1193
GetParentArea
SCR_ScenarioFrameworkArea GetParentArea()
Definition
SCR_ScenarioFrameworkLayerBase.c:207
m_bInitiated
bool m_bInitiated
Definition
SCR_ScenarioFrameworkLayerBase.c:84
InitActivationActions
void InitActivationActions()
Definition
SCR_ScenarioFrameworkLayerBase.c:1319
AfterAllChildrenSpawned
void AfterAllChildrenSpawned(SCR_ScenarioFrameworkLayerBase layer)
Definition
SCR_ScenarioFrameworkLayerBase.c:1236
SCR_ScenarioFrameworkLayerBase
void SCR_ScenarioFrameworkLayerBase(IEntityComponentSource src, IEntity ent, IEntity parent)
Definition
SCR_ScenarioFrameworkLayerBase.c:1411
m_aPlugins
ref array< ref SCR_ScenarioFrameworkPlugin > m_aPlugins
Definition
SCR_ScenarioFrameworkLayerBase.c:67
m_Area
SCR_ScenarioFrameworkArea m_Area
Definition
SCR_ScenarioFrameworkLayerBase.c:76
AfterParentAreaChildrenSpawned
void AfterParentAreaChildrenSpawned(SCR_ScenarioFrameworkLayerBase layer)
Definition
SCR_ScenarioFrameworkSlotClearArea.c:60
category
params category
Definition
SCR_VehicleDamageManagerComponent.c:302
SCR_FactionControlTriggerEntity
Definition
SCR_FactionControlTriggerEntity.c:6
SCR_FactionControlTriggerEntity::AddIgnoredFactionKeys
void AddIgnoredFactionKeys(notnull array< FactionKey > ignoredFactionKeys)
Definition
SCR_FactionControlTriggerEntity.c:22
SCR_ScenarioFrameworkPlugin
Definition
SCR_ScenarioFrameworkPlugin.c:3
SCR_ScenarioFrameworkSlotClearAreaClass
Definition
SCR_ScenarioFrameworkSlotClearArea.c:3
SCR_ScenarioFrameworkSlotTaskClass
Definition
SCR_ScenarioFrameworkSlotTask.c:3
SCR_ScenarioFrameworkTriggerEntity
Definition
SCR_ScenarioFrameworkTriggerEntity.c:10
SCR_ScenarioFrameworkTriggerEntity::SetInitSequenceDone
void SetInitSequenceDone(bool init)
Sets Init sequence as done or not.
Definition
SCR_ScenarioFrameworkTriggerEntity.c:959
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
ScenarioFramework
Components
SCR_ScenarioFrameworkSlotClearArea.c
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