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SCR_Tutorial_Seizing_START.c
Go to the documentation of this file.
1
[
EntityEditorProps
(insertable:
false
)]
2
class
SCR_Tutorial_Seizing_STARTClass
:
SCR_BaseTutorialStageClass
3
{
4
};
5
6
//------------------------------------------------------------------------------------------------
7
class
SCR_Tutorial_Seizing_START
:
SCR_BaseTutorialStage
8
{
9
//------------------------------------------------------------------------------------------------
10
override
protected
void
Setup
()
11
{
12
CreateMarkerCustom
(
"CONFLICT_Instructor"
, SCR_EScenarioFrameworkMarkerCustom.POINT_OF_INTEREST, SCR_EScenarioFrameworkMarkerCustomColor.REFORGER_ORANGE);
13
14
//TODO> We are checking this twice
15
SCR_TutorialLogic_SeizingCourse
logic =
SCR_TutorialLogic_SeizingCourse
.Cast(
m_Logic
);
16
if
(logic && !logic.
HasPlayerAnyFirearm
())
17
m_bFinished
=
true
;
18
else
19
PlayNarrativeCharacterStage
(
"CONFLICT_Instructor_B"
, 2);
20
}
21
22
//------------------------------------------------------------------------------------------------
23
override
bool
GetIsFinished
()
24
{
25
return
m_bFinished
||
m_sLastFinishedEvent
==
"SOUND_TUTORIAL_EX_PLAYER_HAS_WEAPON_INSTRUCTOR_B_01"
||
GetDuration
() > 6000;
26
}
27
28
//------------------------------------------------------------------------------------------------
29
override
void
OnStageFinished
()
30
{
31
SCR_TutorialLogic_SeizingCourse
logic =
SCR_TutorialLogic_SeizingCourse
.Cast(
m_Logic
);
32
if
(logic && !logic.
HasPlayerAnyFirearm
())
33
m_TutorialComponent
.InsertStage(
"MISSING_WEAPON"
);
34
35
super.OnStageFinished();
36
}
37
}
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
SCR_BaseTutorialStageClass
Definition
SCR_BaseTutorialStage.c:3
SCR_BaseTutorialStage
Definition
SCR_BaseTutorialStage.c:8
SCR_BaseTutorialStage::m_sLastFinishedEvent
string m_sLastFinishedEvent
Definition
SCR_BaseTutorialStage.c:21
SCR_BaseTutorialStage::m_Logic
SCR_BaseTutorialCourseLogic m_Logic
Definition
SCR_BaseTutorialStage.c:33
SCR_BaseTutorialStage::GetDuration
float GetDuration()
Definition
SCR_BaseTutorialStage.c:42
SCR_BaseTutorialStage::CreateMarkerCustom
SCR_MapMarkerBase CreateMarkerCustom(string entityName, SCR_EScenarioFrameworkMarkerCustom icon, SCR_EScenarioFrameworkMarkerCustomColor color, string name=string.Empty)
Definition
SCR_BaseTutorialStage.c:65
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::PlayNarrativeCharacterStage
void PlayNarrativeCharacterStage(string characterName, int stage)
Definition
SCR_BaseTutorialStage.c:510
SCR_Tutorial_Seizing_STARTClass
Definition
SCR_Tutorial_Seizing_START.c:3
SCR_Tutorial_Seizing_START
Definition
SCR_Tutorial_Seizing_START.c:8
SCR_Tutorial_Seizing_START::GetIsFinished
override bool GetIsFinished()
Definition
SCR_Tutorial_Seizing_START.c:23
SCR_Tutorial_Seizing_START::Setup
void Setup()
Definition
SCR_Tutorial_Seizing_START.c:10
SCR_Tutorial_Seizing_START::OnStageFinished
override void OnStageFinished()
Definition
SCR_Tutorial_Seizing_START.c:29
SCR_TutorialLogic_SeizingCourse
Definition
SCR_TutorialLogic_SeizingCourse.c:3
SCR_TutorialLogic_SeizingCourse::HasPlayerAnyFirearm
bool HasPlayerAnyFirearm()
Definition
SCR_TutorialLogic_SeizingCourse.c:213
scripts
Game
GameMode
Tutorial
Stages
Conflict
SCR_Tutorial_Seizing_START.c
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