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SCR_Tutorial_LRS_Targets_Beach.c
Go to the documentation of this file.
1
[
EntityEditorProps
(insertable:
false
)]
2
class
SCR_Tutorial_LRS_Targets_BeachClass
:
SCR_BaseTutorialStageClass
3
{
4
};
5
6
//------------------------------------------------------------------------------------------------
7
class
SCR_Tutorial_LRS_Targets_Beach
:
SCR_BaseTutorialStage
8
{
9
protected
ref array <SCR_FiringRangeTarget>
m_aTargets
;
10
protected
SCR_Waypoint
m_Waypoint
;
11
12
//------------------------------------------------------------------------------------------------
13
override
protected
void
Setup
()
14
{
15
SCR_HintManagerComponent.HideHint();
16
SCR_HintManagerComponent.ClearLatestHint();
17
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m_aTargets
= {};
19
20
m_Waypoint
=
RegisterWaypoint
(
"WP_TARGETS_CLOSER"
,
""
,
"TARGETCHAR"
);
21
22
m_TutorialComponent
.SetupTargets(
"TARGETS_BEACH"
,
m_aTargets
,
ETargetState
.TARGET_UP,
false
);
23
foreach
(
SCR_FiringRangeTarget
target :
m_aTargets
)
24
{
25
if
(target)
26
target.Event_TargetChangeState.Insert(
OnTargetStateChanged
);
27
}
28
29
PlayNarrativeCharacterStage
(
"LONGRANGESHOOTING_Instructor"
, 6);
30
}
31
32
//------------------------------------------------------------------------------------------------
33
protected
void
OnTargetStateChanged
(
ETargetState
state,
SCR_FiringRangeTarget
target)
34
{
35
target.Event_TargetChangeState.Remove(
OnTargetStateChanged
);
36
m_aTargets
.RemoveItem(target);
37
38
if
(!
m_aTargets
||
m_aTargets
.IsEmpty())
39
m_bFinished
=
true
;
40
}
41
42
//------------------------------------------------------------------------------------------------
43
override
bool
GetIsFinished
()
44
{
45
if
(
m_TutorialComponent
&&
m_TutorialComponent
.GetRemainingAmmo() == 0)
46
RegisterWaypoint
(
"Ammobox3"
,
""
,
"AMMO"
);
47
else
48
UnregisterWaypoint
(
"Ammobox3"
);
49
50
CharacterControllerComponent charController =
m_Player
.GetCharacterController();
51
52
if
(charController)
53
{
54
if
(charController.IsWeaponADS())
55
m_Waypoint
.SetOffsetVector(
"0 20 0"
);
56
else
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m_Waypoint
.SetOffsetVector(
"0 0 0"
);
58
}
59
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return
false
;
61
}
62
63
//------------------------------------------------------------------------------------------------
64
void
~SCR_Tutorial_LRS_Targets_Beach
()
65
{
66
if
(!
m_aTargets
||
m_aTargets
.IsEmpty())
67
return
;
68
69
foreach
(
SCR_FiringRangeTarget
target :
m_aTargets
)
70
{
71
target.Event_TargetChangeState.Remove(
OnTargetStateChanged
);
72
}
73
}
74
};
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
ETargetState
ETargetState
Definition
SCR_FiringRangeTarget.c:8
SCR_BaseTutorialStageClass
Definition
SCR_BaseTutorialStage.c:3
SCR_BaseTutorialStage
Definition
SCR_BaseTutorialStage.c:8
SCR_BaseTutorialStage::m_Player
ChimeraCharacter m_Player
Definition
SCR_BaseTutorialStage.c:27
SCR_BaseTutorialStage::UnregisterWaypoint
void UnregisterWaypoint(IEntity waypointEntity)
Definition
SCR_BaseTutorialStage.c:270
SCR_BaseTutorialStage::m_bFinished
bool m_bFinished
Definition
SCR_BaseTutorialStage.c:30
SCR_BaseTutorialStage::m_TutorialComponent
SCR_TutorialGamemodeComponent m_TutorialComponent
Definition
SCR_BaseTutorialStage.c:29
SCR_BaseTutorialStage::RegisterWaypoint
SCR_Waypoint RegisterWaypoint(string entityName, string title=string.Empty, string icon="MISC")
Definition
SCR_BaseTutorialStage.c:293
SCR_BaseTutorialStage::PlayNarrativeCharacterStage
void PlayNarrativeCharacterStage(string characterName, int stage)
Definition
SCR_BaseTutorialStage.c:510
SCR_FiringRangeTarget
Definition
SCR_FiringRangeTarget.c:20
SCR_Tutorial_LRS_Targets_BeachClass
Definition
SCR_Tutorial_LRS_Targets_Beach.c:3
SCR_Tutorial_LRS_Targets_Beach
Definition
SCR_Tutorial_LRS_Targets_Beach.c:8
SCR_Tutorial_LRS_Targets_Beach::~SCR_Tutorial_LRS_Targets_Beach
void ~SCR_Tutorial_LRS_Targets_Beach()
Definition
SCR_Tutorial_LRS_Targets_Beach.c:64
SCR_Tutorial_LRS_Targets_Beach::m_Waypoint
SCR_Waypoint m_Waypoint
Definition
SCR_Tutorial_LRS_Targets_Beach.c:10
SCR_Tutorial_LRS_Targets_Beach::m_aTargets
ref array< SCR_FiringRangeTarget > m_aTargets
Definition
SCR_Tutorial_LRS_Targets_Beach.c:9
SCR_Tutorial_LRS_Targets_Beach::GetIsFinished
override bool GetIsFinished()
Definition
SCR_Tutorial_LRS_Targets_Beach.c:43
SCR_Tutorial_LRS_Targets_Beach::OnTargetStateChanged
void OnTargetStateChanged(ETargetState state, SCR_FiringRangeTarget target)
Definition
SCR_Tutorial_LRS_Targets_Beach.c:33
SCR_Tutorial_LRS_Targets_Beach::Setup
void Setup()
Definition
SCR_Tutorial_LRS_Targets_Beach.c:13
SCR_Waypoint
Definition
SCR_Waypoint.c:3
scripts
Game
GameMode
Tutorial
Stages
ShootingLongRange
SCR_Tutorial_LRS_Targets_Beach.c
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