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SCR_ScenarioFrameworkSlotTask.c File Reference

Go to the source code of this file.

Classes

class  SCR_ScenarioFrameworkSlotTaskClass

Functions

SCR_ScenarioFrameworkSlotTaskClass SCR_ScenarioFrameworkSlotBaseClass Attribute (desc:"Name of the task in list of tasks", category:"Task")
void SetTaskResolvedBeforeLoad (bool state)
void StoreTaskSubjectToParentTaskLayer ()
 Binds current task to parent task layer if available, else logs error.
LocalizedString GetTaskTitle (int iState=0)
LocalizedString GetTaskExecutionBriefing ()
string GetTaskDescription (int iState=0)
SCR_ETaskState GetTaskState ()
SCR_ScenarioFrameworkLayerTask GetParentTaskLayer ()
override void RestoreToDefault (bool includeChildren=false, bool reinitAfterRestoration=false, bool affectRandomization=true, bool deleteSpawnedEntities=true)
override void DynamicReinit ()
 Initializes scenario with same activation type as parent.
override void DynamicDespawn (SCR_ScenarioFrameworkLayerBase layer)
override bool InitNotTerminated ()
override bool InitEntitySpawnCheck ()
override void FinishInit ()
 Finishes initialization, sets termination flag, and calls base class FinishInit.
void ~SCR_ScenarioFrameworkSlotTask ()
 Removes current task from support entity if in scenario mode, otherwise despawns self.

Function Documentation

◆ Attribute()

SCR_ScenarioFrameworkSlotTaskClass SCR_ScenarioFrameworkSlotBaseClass Attribute ( desc:"Name of the task in list of tasks" ,
category:"Task"  )
Parameters
[in]newStateTask state change event, triggers actions based on state change.

Definition at line 1 of file SCR_ScenarioFrameworkSlotTask.c.

◆ DynamicDespawn()

override void DynamicDespawn ( SCR_ScenarioFrameworkLayerBase layer)
protected

Removes self from dynamic despawn list, if not already spawned, initiates despawn, removes inventory change event

Parameters
[in]layerLayer represents the scenario framework layer where dynamic despawning occurs.

Definition at line 248 of file SCR_ScenarioFrameworkSlotTask.c.

◆ DynamicReinit()

override void DynamicReinit ( )
protected

Initializes scenario with same activation type as parent.

Definition at line 240 of file SCR_ScenarioFrameworkSlotTask.c.

◆ FinishInit()

override void FinishInit ( )
protected

Finishes initialization, sets termination flag, and calls base class FinishInit.

Definition at line 302 of file SCR_ScenarioFrameworkSlotTask.c.

◆ GetParentTaskLayer()

SCR_ScenarioFrameworkLayerTask GetParentTaskLayer ( )
protected
Returns
parent ScenarioFrameworkLayerTask of the entity owning this task.

Definition at line 176 of file SCR_ScenarioFrameworkSlotTask.c.

◆ GetTaskDescription()

string GetTaskDescription ( int iState = 0)
protected

Returns the description of the current task based on its state.

Parameters
[in]iStateiState represents the current state of the task.
Returns
the description string for the current task state.

Definition at line 152 of file SCR_ScenarioFrameworkSlotTask.c.

◆ GetTaskExecutionBriefing()

LocalizedString GetTaskExecutionBriefing ( )
protected
Returns
Task execution briefing string.

Definition at line 143 of file SCR_ScenarioFrameworkSlotTask.c.

◆ GetTaskState()

SCR_ETaskState GetTaskState ( )
protected
Returns
Represents the current state of the task or its parent task layer, if no parent layer exists, it returns CREATED

Definition at line 159 of file SCR_ScenarioFrameworkSlotTask.c.

◆ GetTaskTitle()

LocalizedString GetTaskTitle ( int iState = 0)
protected

Returns localized string for task title based on current state.

Parameters
[in]iStateiState represents the current state of the task title.
Returns
the localized string representing the title of the task with index iState.

Definition at line 136 of file SCR_ScenarioFrameworkSlotTask.c.

◆ InitEntitySpawnCheck()

override bool InitEntitySpawnCheck ( )
protected

Spawn check for entity initiation, handles termination if no entity, returns true if entity exists, false otherwise.

Returns
whether entity is successfully spawned or not.

Definition at line 287 of file SCR_ScenarioFrameworkSlotTask.c.

◆ InitNotTerminated()

override bool InitNotTerminated ( )
protected

Checks if layer is not terminated, spawns children if parent exists, returns false if terminated or children not spawnned

Returns
true if not terminated, otherwise false.

Definition at line 276 of file SCR_ScenarioFrameworkSlotTask.c.

◆ RestoreToDefault()

override void RestoreToDefault ( bool includeChildren = false,
bool reinitAfterRestoration = false,
bool affectRandomization = true,
bool deleteSpawnedEntities = true )
protected

Resets all action activations, cancels task, and restores default settings.

Parameters
[in]includeChildrenResets actions' activation count, cancels task if TaskLayer exists, resets TaskLayer, and restores default
[in]reinitAfterRestorationResets all action counts after restoring default state, also cancels current task if TaskLayer is present.
[in]affectRandomizationAffects randomization state during restoration process.

Definition at line 197 of file SCR_ScenarioFrameworkSlotTask.c.

◆ SetTaskResolvedBeforeLoad()

void SetTaskResolvedBeforeLoad ( bool state)
Parameters
[in]stateIndicates whether the task is resolved before loading.

Definition at line 110 of file SCR_ScenarioFrameworkSlotTask.c.

◆ StoreTaskSubjectToParentTaskLayer()

void StoreTaskSubjectToParentTaskLayer ( )
protected

Binds current task to parent task layer if available, else logs error.

Definition at line 117 of file SCR_ScenarioFrameworkSlotTask.c.

◆ ~SCR_ScenarioFrameworkSlotTask()

void ~SCR_ScenarioFrameworkSlotTask ( )
protected

Removes current task from support entity if in scenario mode, otherwise despawns self.

Definition at line 310 of file SCR_ScenarioFrameworkSlotTask.c.