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SCR_ScenarioFrameworkTriggerNetworkComponent.c
Go to the documentation of this file.
1
class
SCR_ScenarioFrameworkTriggerNetworkComponentClass
:
ScriptComponentClass
2
{
3
}
4
5
class
SCR_ScenarioFrameworkTriggerNetworkComponent :
ScriptComponent
6
{
7
//------------------------------------------------------------------------------------------------
11
void
ReplicateTriggerState
(
SCR_ScenarioFrameworkTriggerEntity
trigger,
bool
left)
12
{
13
if
(!left)
14
Rpc
(
Rpc_InvokeTriggerUpdated
, trigger.
GetActivationCountdownTimer
(), trigger.
GetActivationCountdownTimerTemp
(), trigger.
GetPlayersCountByFactionInsideTrigger
(trigger.
GetOwnerFaction
()), trigger.
GetPlayersCountByFaction
(), trigger.
GetPlayerActivationNotificationTitle
(), trigger.
GetTriggerConditionsStatus
(), trigger.
GetMinimumPlayersNeededPercentage
());
15
else
16
Rpc
(
Rpc_InvokePlayerLeftTrigger
);
17
}
18
19
//------------------------------------------------------------------------------------------------
28
[
RplRpc
(
RplChannel
.Reliable,
RplRcver
.Owner)]
29
void
Rpc_InvokeTriggerUpdated
(
float
activationCountdownTimer,
float
tempWaitTime,
int
playersCountByFactionInside,
int
playersCountByFaction,
string
playerActivationNotificationTitle,
bool
triggerConditionsStatus,
float
minimumPlayersNeededPercentage)
30
{
31
SCR_ScenarioFrameworkTriggerEntity
.
s_OnTriggerUpdated
.Invoke(activationCountdownTimer, tempWaitTime, playersCountByFactionInside, playersCountByFaction, playerActivationNotificationTitle, triggerConditionsStatus, minimumPlayersNeededPercentage);
32
}
33
34
//------------------------------------------------------------------------------------------------
36
[
RplRpc
(
RplChannel
.Reliable,
RplRcver
.Owner)]
37
void
Rpc_InvokePlayerLeftTrigger
()
38
{
39
SCR_ScenarioFrameworkTriggerEntity
.
s_OnTriggerUpdatedPlayerNotPresent
.Invoke(0);
40
}
41
}
Rpc_InvokePlayerLeftTrigger
void Rpc_InvokePlayerLeftTrigger()
Invokes OnTriggerUpdatedPlayerNotPresent to the player who just left the trigger.
Definition
SCR_ScenarioFrameworkTriggerNetworkComponent.c:37
ReplicateTriggerState
SCR_ScenarioFrameworkTriggerNetworkComponentClass ScriptComponentClass ReplicateTriggerState(SCR_ScenarioFrameworkTriggerEntity trigger, bool left)
Definition
SCR_ScenarioFrameworkTriggerNetworkComponent.c:11
Rpc_InvokeTriggerUpdated
void Rpc_InvokeTriggerUpdated(float activationCountdownTimer, float tempWaitTime, int playersCountByFactionInside, int playersCountByFaction, string playerActivationNotificationTitle, bool triggerConditionsStatus, float minimumPlayersNeededPercentage)
Definition
SCR_ScenarioFrameworkTriggerNetworkComponent.c:29
GenericComponent::Rpc
void Rpc(func method, void p0=NULL, void p1=NULL, void p2=NULL, void p3=NULL, void p4=NULL, void p5=NULL, void p6=NULL, void p7=NULL)
SCR_ScenarioFrameworkTriggerEntity
Definition
SCR_ScenarioFrameworkTriggerEntity.c:10
SCR_ScenarioFrameworkTriggerEntity::GetPlayersCountByFaction
int GetPlayersCountByFaction()
Returns number of players in game by the faction set for this trigger.
Definition
SCR_ScenarioFrameworkTriggerEntity.c:337
SCR_ScenarioFrameworkTriggerEntity::GetPlayersCountByFactionInsideTrigger
int GetPlayersCountByFactionInsideTrigger(Faction faction)
Returns number of players from the selected faction that are inside this trigger.
Definition
SCR_ScenarioFrameworkTriggerEntity.c:514
SCR_ScenarioFrameworkTriggerEntity::GetActivationCountdownTimerTemp
float GetActivationCountdownTimerTemp()
Returns activation countdown timer temporary value which is calculated by the trigger but changes ove...
Definition
SCR_ScenarioFrameworkTriggerEntity.c:287
SCR_ScenarioFrameworkTriggerEntity::GetPlayerActivationNotificationTitle
string GetPlayerActivationNotificationTitle()
Returns player activation notification title.
Definition
SCR_ScenarioFrameworkTriggerEntity.c:301
SCR_ScenarioFrameworkTriggerEntity::s_OnTriggerUpdated
static ref ScriptInvokerBase< ScriptInvokerTriggerUpdated > s_OnTriggerUpdated
Definition
SCR_ScenarioFrameworkTriggerEntity.c:80
SCR_ScenarioFrameworkTriggerEntity::GetTriggerConditionsStatus
bool GetTriggerConditionsStatus()
Returns trigger conditions status.
Definition
SCR_ScenarioFrameworkTriggerEntity.c:315
SCR_ScenarioFrameworkTriggerEntity::GetActivationCountdownTimer
float GetActivationCountdownTimer()
Returns activation countdown timer.
Definition
SCR_ScenarioFrameworkTriggerEntity.c:280
SCR_ScenarioFrameworkTriggerEntity::s_OnTriggerUpdatedPlayerNotPresent
static ref ScriptInvokerInt s_OnTriggerUpdatedPlayerNotPresent
Definition
SCR_ScenarioFrameworkTriggerEntity.c:81
SCR_ScenarioFrameworkTriggerEntity::GetOwnerFaction
Faction GetOwnerFaction()
Returns trigger faction owner.
Definition
SCR_ScenarioFrameworkTriggerEntity.c:266
SCR_ScenarioFrameworkTriggerEntity::GetMinimumPlayersNeededPercentage
float GetMinimumPlayersNeededPercentage()
Returns minimum players needed percentage.
Definition
SCR_ScenarioFrameworkTriggerEntity.c:294
SCR_ScenarioFrameworkTriggerNetworkComponentClass
Definition
SCR_ScenarioFrameworkTriggerNetworkComponent.c:2
ScriptComponentClass
Definition
ScriptComponentClass.c:8
ScriptComponent
Definition
ScriptComponent.c:24
RplRpc
void RplRpc(RplChannel channel, RplRcver rcver, RplCondition condition=RplCondition.None, string customConditionName="")
Definition
EnNetwork.c:95
RplRcver
RplRcver
Definition
RplRcver.c:59
RplChannel
RplChannel
Communication channel. Reliable is guaranteed to be delivered. Unreliable not.
Definition
RplChannel.c:14
scripts
Game
ScenarioFramework
Components
SCR_ScenarioFrameworkTriggerNetworkComponent.c
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