Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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SCR_SignalsDebugComponent.c
Go to the documentation of this file.
1[ComponentEditorProps(category: "GameScripted/Sound", description: "Signal Debug Component")]
5
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")]
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
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);
53
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 {
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
98}
enum EAIGroupCombatMode ComponentEditorProps(category:"GameScripted/AI", description:"Component for utility AI system for groups")
SCR_CharacterSoundComponentClass m_SignalsManagerComponent
SoundComponent m_SoundComponent
bool m_bPrintToLog
ref array< string > m_aSCSignalNames
void SCR_SignalDebugComponent(IEntityComponentSource src, IEntity ent, IEntity parent)
int m_aSignalNamesCount
ref array< int > m_aSignalsID
bool m_bPrintSignalsOnSoundComponent
Definition DbgUI.c:66
proto external int ClearEventMask(notnull IEntity owner, int mask)
proto external int SetEventMask(notnull IEntity owner, int mask)
proto external Managed FindComponent(typename typeName)
void EOnFrame(IEntity owner, float timeSlice)
void EOnInit(IEntity owner)
proto void Print(void var, LogLevel level=LogLevel.NORMAL)
Prints content of variable to console/log.
SCR_FieldOfViewSettings Attribute
EntityEvent
Various entity events.
Definition EntityEvent.c:14