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SCR_ScenarioFrameworkSlotPick.c
Go to the documentation of this file.
1
[
EntityEditorProps
(
category
:
"GameScripted/ScenarioFramework/Slot"
, description:
""
)]
2
class
SCR_ScenarioFrameworkSlotPickClass
:
SCR_ScenarioFrameworkSlotTaskClass
3
{
4
}
5
6
class
SCR_ScenarioFrameworkSlotPick : SCR_ScenarioFrameworkSlotTask
7
{
8
//TODO: make title and description as Tuple2
9
[
Attribute
(
desc
:
"Name of the task in list of tasks (item picked up )"
,
category
:
"Task"
)]
10
protected
string
m_sTaskTitleUpdated1;
11
12
[
Attribute
(
desc
:
"Description of the task (item picked up)"
,
category
:
"Task"
,)]
//TODO: make config, memory
13
protected
string
m_sTaskDescriptionUpdated1;
14
15
[
Attribute
(
desc
:
"Name of the task in list of tasks (item dropped)"
,
category
:
"Task"
)]
16
protected
string
m_sTaskTitleUpdated2;
17
18
[
Attribute
(
desc
:
"Description of the task (item dropped)"
,
category
:
"Task"
,)]
19
protected
string
m_sTaskDescriptionUpdated2;
20
21
//------------------------------------------------------------------------------------------------
25
override
string
GetTaskTitle
(
int
iState = 0)
26
{
27
if
(iState == 0)
28
return
super.GetTaskTitle();
29
else
if
(iState == 1)
30
return
m_sTaskTitleUpdated1;
31
else
if
(iState == 2)
32
return
m_sTaskTitleUpdated2;
33
else
if
(iState == 4)
34
return
super.GetTaskTitle();
35
else
if
(iState == 5)
36
return
m_sTaskTitleUpdated1;
37
else
if
(iState == 6)
38
return
m_sTaskTitleUpdated2;
39
40
return
string
.Empty;
41
}
42
43
//------------------------------------------------------------------------------------------------
46
override
void
DynamicDespawn
(
SCR_ScenarioFrameworkLayerBase
layer
)
47
{
48
if
(!
m_bInitiated
||
m_bExcludeFromDynamicDespawn
)
49
return
;
50
51
m_bDynamicallyDespawned
=
true
;
52
}
53
54
//------------------------------------------------------------------------------------------------
58
override
string
GetTaskDescription
(
int
iState = 0)
59
{
60
if
(iState == 0)
61
return
super.GetTaskDescription();
62
else
if
(iState == 1)
63
return
m_sTaskDescriptionUpdated1;
64
else
if
(iState == 2)
65
return
m_sTaskDescriptionUpdated2;
66
else
if
(iState == 4)
67
return
super.GetTaskDescription();
68
else
if
(iState == 5)
69
return
m_sTaskDescriptionUpdated1;
70
else
if
(iState == 6)
71
return
m_sTaskDescriptionUpdated2;
72
73
return
string
.Empty;
74
}
75
76
//------------------------------------------------------------------------------------------------
79
override
void
AfterAllChildrenSpawned
(
SCR_ScenarioFrameworkLayerBase
layer
)
80
{
81
super.AfterAllChildrenSpawned(
this
);
82
83
if
(!
m_Entity
|| m_bCanBeGarbageCollected)
84
return
;
85
86
auto
garbageSystem =
SCR_GarbageSystem
.
GetByEntityWorld
(
m_Entity
);
87
if
(garbageSystem)
88
garbageSystem.UpdateBlacklist(
m_Entity
,
true
);
89
}
90
}
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_bExcludeFromDynamicDespawn
bool m_bExcludeFromDynamicDespawn
Definition
SCR_ScenarioFrameworkLayerBase.c:64
m_bInitiated
bool m_bInitiated
Definition
SCR_ScenarioFrameworkLayerBase.c:84
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
DynamicDespawn
void DynamicDespawn(SCR_ScenarioFrameworkLayerBase layer)
Definition
SCR_ScenarioFrameworkLayerBase.c:1023
m_bDynamicallyDespawned
bool m_bDynamicallyDespawned
Definition
SCR_ScenarioFrameworkLayerBase.c:85
GetTaskDescription
string GetTaskDescription()
Definition
SCR_ScenarioFrameworkLayerTask.c:173
GetTaskTitle
string GetTaskTitle()
Definition
SCR_ScenarioFrameworkLayerTask.c:159
category
params category
Definition
SCR_VehicleDamageManagerComponent.c:302
SCR_GarbageSystem
Script entry for garbage system modding.
Definition
SCR_GarbageSystem.c:3
SCR_GarbageSystem::GetByEntityWorld
static SCR_GarbageSystem GetByEntityWorld(IEntity entity)
Definition
SCR_GarbageSystem.c:70
SCR_ScenarioFrameworkSlotPickClass
Definition
SCR_ScenarioFrameworkSlotPick.c:3
SCR_ScenarioFrameworkSlotTaskClass
Definition
SCR_ScenarioFrameworkSlotTask.c:3
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
ScenarioFramework
Components
SCR_ScenarioFrameworkSlotPick.c
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