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SCR_SignalsDebugComponent.c
Go to the documentation of this file.
1
[
ComponentEditorProps
(
category
:
"GameScripted/Sound"
, description:
"Signal Debug Component"
)]
2
class
SCR_SignalDebugComponentClass
:
ScriptComponentClass
3
{
4
}
5
6
class
SCR_SignalDebugComponent
:
ScriptComponent
7
{
8
[
Attribute
(
""
, uiwidget:
UIWidgets
.Object,
"Signals names"
)]
9
protected
ref array<string> m_aSignalNames;
10
11
[
Attribute
(
"false"
, uiwidget:
UIWidgets
.EditBox,
"Print signals registered on sound component into log"
)]
12
protected
bool
m_bPrintToLog
;
13
14
[
Attribute
(
"false"
, uiwidget:
UIWidgets
.EditBox,
"Print signals registered on sound component into log"
)]
15
protected
bool
m_bPrintSignalsOnSoundComponent
;
16
17
protected
ref array<int>
m_aSignalsID
=
new
array<int>;
18
protected
int
m_aSignalNamesCount
;
19
20
protected
ref array<string>
m_aSCSignalNames
=
new
array<string>;
21
22
protected
SignalsManagerComponent
m_SignalsManagerComponent
;
23
protected
SoundComponent
m_SoundComponent
;
24
25
//------------------------------------------------------------------------------------------------
26
override
void
EOnFrame
(
IEntity
owner,
float
timeSlice)
27
{
28
if
(
m_bPrintToLog
)
29
{
30
Print
(
"------------------"
);
31
}
32
33
for
(
int
i = 0; i <
m_aSignalNamesCount
; i++)
34
{
35
string
text = m_aSignalNames[i] +
" :"
+
m_SignalsManagerComponent
.GetSignalValue(
m_aSignalsID
[i]).ToString();
36
37
DbgUI
.Text(text);
38
39
if
(
m_bPrintToLog
)
40
{
41
Print
(text);
42
}
43
}
44
}
45
46
//------------------------------------------------------------------------------------------------
47
override
void
OnPostInit
(
IEntity
owner)
48
{
49
// Get Components
50
GenericEntity
genEnt =
GenericEntity
.Cast(owner);
51
m_SignalsManagerComponent
=
SignalsManagerComponent
.Cast(genEnt.
FindComponent
(
SignalsManagerComponent
));
52
m_SoundComponent
=
SoundComponent
.Cast(genEnt.
FindComponent
(
SoundComponent
));
53
54
if
(!
m_SignalsManagerComponent
|| !
m_SoundComponent
)
55
{
56
ClearEventMask
(owner,
EntityEvent
.FRAME);
57
return
;
58
}
59
else
60
{
61
// Set OnFrame
62
SetEventMask
(owner,
EntityEvent
.FRAME |
EntityEvent
.INIT);
63
64
// Get signals IDs
65
foreach
(
string
name: m_aSignalNames)
66
{
67
m_aSignalsID
.Insert(
m_SignalsManagerComponent
.AddOrFindSignal(name));
68
}
69
70
m_aSignalNamesCount
= m_aSignalNames.Count();
71
}
72
}
73
74
//------------------------------------------------------------------------------------------------
75
override
void
EOnInit
(
IEntity
owner)
76
{
77
if
(
m_bPrintSignalsOnSoundComponent
)
78
{
79
m_SoundComponent
.GetSignalNames(
m_aSCSignalNames
);
80
81
Print
(
"------- Registered signals on sound component -------"
);
82
83
foreach
(
string
name :
m_aSCSignalNames
)
84
{
85
Print
(name);
86
}
87
}
88
}
89
90
//------------------------------------------------------------------------------------------------
91
// constructor
95
void
SCR_SignalDebugComponent
(
IEntityComponentSource
src,
IEntity
ent,
IEntity
parent)
96
{
97
}
98
}
ComponentEditorProps
enum EAIGroupCombatMode ComponentEditorProps(category:"GameScripted/AI", description:"Component for utility AI system for groups")
Definition
SCR_AIGroupUtilityComponent.c:12
m_SignalsManagerComponent
SCR_CharacterSoundComponentClass m_SignalsManagerComponent
m_SoundComponent
SoundComponent m_SoundComponent
Definition
SCR_RotorDamageManagerComponent.c:9
m_bPrintToLog
bool m_bPrintToLog
Definition
SCR_SignalsDebugComponent.c:12
m_aSCSignalNames
ref array< string > m_aSCSignalNames
Definition
SCR_SignalsDebugComponent.c:20
SCR_SignalDebugComponent
void SCR_SignalDebugComponent(IEntityComponentSource src, IEntity ent, IEntity parent)
Definition
SCR_SignalsDebugComponent.c:95
m_aSignalNamesCount
int m_aSignalNamesCount
Definition
SCR_SignalsDebugComponent.c:18
m_aSignalsID
ref array< int > m_aSignalsID
Definition
SCR_SignalsDebugComponent.c:17
m_bPrintSignalsOnSoundComponent
bool m_bPrintSignalsOnSoundComponent
Definition
SCR_SignalsDebugComponent.c:15
category
params category
Definition
SCR_VehicleDamageManagerComponent.c:302
DbgUI
Definition
DbgUI.c:66
GenericComponent::ClearEventMask
proto external int ClearEventMask(notnull IEntity owner, int mask)
GenericComponent::SetEventMask
proto external int SetEventMask(notnull IEntity owner, int mask)
GenericEntity
Definition
GenericEntity.c:16
IEntityComponentSource
Definition
IEntityComponentSource.c:13
IEntity
Definition
IEntity.c:13
IEntity::FindComponent
proto external Managed FindComponent(typename typeName)
SCR_SignalDebugComponentClass
Definition
SCR_SignalsDebugComponent.c:3
ScriptComponentClass
Definition
ScriptComponentClass.c:8
ScriptComponent
Definition
ScriptComponent.c:24
ScriptComponent::EOnFrame
void EOnFrame(IEntity owner, float timeSlice)
ScriptComponent::EOnInit
void EOnInit(IEntity owner)
SignalsManagerComponent
Definition
SignalsManagerComponent.c:13
SoundComponent
Definition
SoundComponent.c:13
UIWidgets
Definition
attributes.c:40
Print
proto void Print(void var, LogLevel level=LogLevel.NORMAL)
Prints content of variable to console/log.
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
EntityEvent
EntityEvent
Various entity events.
Definition
EntityEvent.c:14
OnPostInit
@ OnPostInit
Definition
SndComponentCallbacks.c:15
scripts
Game
Components
SCR_SignalsDebugComponent.c
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