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SCR_SupplySystem.c
Go to the documentation of this file.
1
class
SCR_SupplySystem
:
SCR_ResourceSystem
2
{
3
override
static
void
InitInfo(
WorldSystemInfo
outInfo)
4
{
5
super.InitInfo(outInfo);
6
outInfo.AddPoint(
ESystemPoint
.FixedFrame);
7
}
8
9
[
Attribute
()]
10
protected
ResourceName
m_sSupplyEffectsConfig
;
11
protected
ref
SCR_SupplyEffectsConfig
m_SupplyEffects
;
12
13
//------------------------------------------------------------------------------------------------
14
void
ActivateEffects
(
EResourcePlayerInteractionType
interactionType, SCR_ResourceComponent resourceComponentFrom, SCR_ResourceComponent resourceComponentTo,
EResourceType
resourceType,
float
resourceValue)
15
{
16
Rpc_ActivateEffects
(interactionType,
Replication
.FindItemId(resourceComponentFrom),
Replication
.FindItemId(resourceComponentTo), resourceType, resourceValue);
17
Rpc
(
Rpc_ActivateEffects
, interactionType,
Replication
.FindItemId(resourceComponentFrom),
Replication
.FindItemId(resourceComponentTo), resourceType, resourceValue);
18
}
19
20
//------------------------------------------------------------------------------------------------
21
[
RplRpc
(
RplChannel
.Reliable,
RplRcver
.Broadcast)]
22
protected
void
Rpc_ActivateEffects
(
EResourcePlayerInteractionType
interactionType,
RplId
rplIdResourceComponentFrom,
RplId
rplIdResourceComponentTo,
EResourceType
resourceType,
float
resourceValue)
23
{
24
if
(!
m_SupplyEffects
)
25
return
;
26
27
SCR_ResourceComponent resourceComponentFrom = SCR_ResourceComponent.Cast(
Replication
.FindItem(rplIdResourceComponentFrom));
28
if
(!resourceComponentFrom)
29
return
;
30
31
SCR_ResourceComponent resourceComponentTo = SCR_ResourceComponent.Cast(
Replication
.FindItem(rplIdResourceComponentTo));
32
if
(resourceComponentTo)
33
m_SupplyEffects
.ActivateEffect(interactionType, resourceComponentFrom, resourceComponentTo, resourceType, resourceValue);
34
}
35
36
//------------------------------------------------------------------------------------------------
37
override
event
protected
void
OnStarted
()
38
{
39
super.OnStarted();
40
41
if
(
m_sSupplyEffectsConfig
.GetPath().IsEmpty())
42
return
;
43
44
Resource
holder =
BaseContainerTools
.LoadContainer(
m_sSupplyEffectsConfig
);
45
if
(!holder || !holder.IsValid())
46
return
;
47
48
BaseContainer
container = holder.GetResource().ToBaseContainer();
49
if
(!container)
50
return
;
51
52
m_SupplyEffects
=
SCR_SupplyEffectsConfig
.Cast(
BaseContainerTools
.CreateInstanceFromContainer(container));
53
}
54
}
EResourceType
EResourceType
Definition
SCR_ResourceContainer.c:2
EResourcePlayerInteractionType
EResourcePlayerInteractionType
Definition
SCR_ResourcePlayerControllerInventoryComponent.c:2
BaseContainer
Definition
BaseContainer.c:13
BaseContainerTools
Definition
BaseContainerTools.c:13
Replication
Main replication API.
Definition
Replication.c:14
Resource
Object holding reference to resource. In destructor release the resource.
Definition
Resource.c:25
ResourceName
Definition
ResourceName.c:13
RplId
Replication item identifier.
Definition
RplId.c:14
SCR_ResourceSystem
Definition
SCR_ResourceSystem.c:2
SCR_SupplyEffectsConfig
Definition
SCR_SupplyEffectConfig.c:3
SCR_SupplySystem
Definition
SCR_SupplySystem.c:2
SCR_SupplySystem::Rpc_ActivateEffects
void Rpc_ActivateEffects(EResourcePlayerInteractionType interactionType, RplId rplIdResourceComponentFrom, RplId rplIdResourceComponentTo, EResourceType resourceType, float resourceValue)
Definition
SCR_SupplySystem.c:22
SCR_SupplySystem::m_sSupplyEffectsConfig
ResourceName m_sSupplyEffectsConfig
Definition
SCR_SupplySystem.c:10
SCR_SupplySystem::OnStarted
void OnStarted()
Definition
SCR_SupplySystem.c:37
SCR_SupplySystem::ActivateEffects
void ActivateEffects(EResourcePlayerInteractionType interactionType, SCR_ResourceComponent resourceComponentFrom, SCR_ResourceComponent resourceComponentTo, EResourceType resourceType, float resourceValue)
Definition
SCR_SupplySystem.c:14
SCR_SupplySystem::m_SupplyEffects
ref SCR_SupplyEffectsConfig m_SupplyEffects
Definition
SCR_SupplySystem.c:11
WorldSystem::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)
WorldSystemInfo
Structure holding world system meta-information required by the engine.
Definition
WorldSystemInfo.c:14
ESystemPoint
WorldSystemPoint ESystemPoint
Definition
gameLib.c:7
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
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
Systems
SCR_SupplySystem.c
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1.17.0