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SCR_ScenarioFrameworkSlotTrigger.c
Go to the documentation of this file.
1
[
EntityEditorProps
(
category
:
"GameScripted/ScenarioFramework/Slot"
, description:
""
)]
2
class
SCR_ScenarioFrameworkSlotTriggerClass
:
SCR_ScenarioFrameworkSlotBaseClass
3
{
4
}
5
6
class
SCR_ScenarioFrameworkSlotTrigger :
SCR_ScenarioFrameworkSlotBase
7
{
8
[
Attribute
(
desc
:
"Actions that will be performed after trigger conditions are true and the trigger itself activates (not the slot itself)"
,
category
:
"OnActivation"
)]
9
ref array<ref SCR_ScenarioFrameworkActionBase>
m_aTriggerActions
;
10
11
protected
bool
m_bPreviousTriggerState;
12
13
//------------------------------------------------------------------------------------------------
18
override
void
RestoreToDefault
(
bool
includeChildren =
false
,
bool
reinitAfterRestoration =
false
,
bool
affectRandomization =
true
,
bool
deleteSpawnedEntities =
true
)
19
{
20
foreach
(
SCR_ScenarioFrameworkActionBase
activationAction :
m_aTriggerActions
)
21
{
22
activationAction.RestoreToDefault();
23
}
24
25
super.RestoreToDefault(includeChildren, reinitAfterRestoration, affectRandomization, deleteSpawnedEntities);
26
}
27
28
//------------------------------------------------------------------------------------------------
30
override
void
FinishInit
()
31
{
32
BaseGameTriggerEntity trigger = BaseGameTriggerEntity.Cast(
m_Entity
);
33
if
(trigger)
34
{
35
m_bPreviousTriggerState = trigger.IsPeriodicQueriesEnabled();
36
trigger.EnablePeriodicQueries(
false
);
37
38
SCR_ScenarioFrameworkTriggerEntity
frameworkTrigger =
SCR_ScenarioFrameworkTriggerEntity
.Cast(trigger);
39
if
(frameworkTrigger)
40
frameworkTrigger.
SetInitSequenceDone
(
false
);
41
}
42
43
super.FinishInit();
44
}
45
46
//------------------------------------------------------------------------------------------------
49
override
void
AfterAllChildrenSpawned
(
SCR_ScenarioFrameworkLayerBase
layer
)
50
{
51
m_bInitiated
=
true
;
52
53
if
(
m_ParentLayer
)
54
m_ParentLayer
.CheckAllChildrenSpawned(
this
);
55
56
if
(!
m_Area
)
57
m_Area
=
GetParentArea
();
58
59
if
(
m_Area
)
60
{
61
m_Area
.GetOnAllChildrenSpawned().Insert(
AfterParentAreaChildrenSpawned
);
62
m_Area
.CheckAllChildrenSpawned(
this
);
63
}
64
65
GetOnAllChildrenSpawned
().Remove(
AfterAllChildrenSpawned
);
66
}
67
68
//------------------------------------------------------------------------------------------------
71
protected
void
AfterParentAreaChildrenSpawned
(
SCR_ScenarioFrameworkLayerBase
layer
)
72
{
73
foreach
(
SCR_ScenarioFrameworkPlugin
plugin :
m_aPlugins
)
74
{
75
plugin.Init(
this
);
76
}
77
78
InitActivationActions
();
79
80
foreach
(
SCR_ScenarioFrameworkActionBase
triggerAction :
m_aTriggerActions
)
81
{
82
triggerAction.Init(
m_Entity
);
83
}
84
85
if
(
m_fRepeatedSpawnTimer
>= 0)
86
RepeatedSpawn
();
87
88
if
(
m_Area
)
89
m_Area
.GetOnAllChildrenSpawned().Remove(
AfterParentAreaChildrenSpawned
);
90
91
if
(
m_Entity
)
92
{
93
BaseGameTriggerEntity trigger = BaseGameTriggerEntity.Cast(
m_Entity
);
94
if
(trigger)
95
{
96
trigger.EnablePeriodicQueries(m_bPreviousTriggerState);
97
98
SCR_ScenarioFrameworkTriggerEntity
frameworkTrigger =
SCR_ScenarioFrameworkTriggerEntity
.Cast(trigger);
99
if
(frameworkTrigger)
100
frameworkTrigger.
SetInitSequenceDone
(
true
);
101
}
102
}
103
}
104
}
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_fRepeatedSpawnTimer
float m_fRepeatedSpawnTimer
Definition
SCR_ScenarioFrameworkLayerBase.c:37
RepeatedSpawn
void RepeatedSpawn()
Repetitive spawning with timer.
Definition
SCR_ScenarioFrameworkLayerBase.c:667
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
RestoreToDefault
void RestoreToDefault()
Definition
SCR_ScenarioFrameworkLogic.c:91
SCR_ScenarioFrameworkSlotBase
void SCR_ScenarioFrameworkSlotBase(IEntityComponentSource src, IEntity ent, IEntity parent)
Definition
SCR_ScenarioFrameworkSlotBase.c:717
AfterParentAreaChildrenSpawned
void AfterParentAreaChildrenSpawned(SCR_ScenarioFrameworkLayerBase layer)
Definition
SCR_ScenarioFrameworkSlotClearArea.c:60
m_aTriggerActions
ref array< ref SCR_ScenarioFrameworkActionSave > m_aTriggerActions
Definition
SCR_ScenarioFrameworkSystemSerializer.c:351
category
params category
Definition
SCR_VehicleDamageManagerComponent.c:302
SCR_ScenarioFrameworkActionBase
Definition
SCR_ScenarioFrameworkActionBase.c:3
SCR_ScenarioFrameworkPlugin
Definition
SCR_ScenarioFrameworkPlugin.c:3
SCR_ScenarioFrameworkSlotBaseClass
Definition
SCR_ScenarioFrameworkSlotBase.c:3
SCR_ScenarioFrameworkSlotTriggerClass
Definition
SCR_ScenarioFrameworkSlotTrigger.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_ScenarioFrameworkSlotTrigger.c
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