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Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Classes | |
| class | BaseActionsManagerComponent |
| class | BaseActionsManagerComponentClass |
| class | BaseInteractionHandlerComponentClass |
| class | BaseLightUserAction |
| class | BaseUserAction |
| class | CompartmentUserAction |
| class | DoorUserAction |
| class | ExtBaseInteractionHandlerComponentClass |
| class | ScriptedSignalUserAction |
| This action will take care of the synchronization of the signal value. More... | |
| class | ScriptedUserAction |
| class | TurnOnUserAction |
| class | UserActionContext |
| class | VehicleDoorUserAction |
Enumerations | |
| enum | EUserActionEvent { StartAction , PerformAction , PerformContinuousAction , CancelAction , StartAction , PerformAction , PerformContinuousAction , CancelAction } |
| enum | EUserActionEvent { StartAction , PerformAction , PerformContinuousAction , CancelAction , StartAction , PerformAction , PerformContinuousAction , CancelAction } |
Functions | |
| BaseInteractionHandlerComponentClass GameComponentClass | IsInteractionAvailable () |
| Returns true if any interaction can be done at given moment, i.e. UI should be shown. | |
| proto external BaseUserAction | GetSelectedAction () |
| proto external float | GetVisibilityRange () |
| Returns the global actions visibility range value defined by attribute in this component. | |
| event void | OnInit (IEntity owner) |
| event void | OnFrame (IEntity owner, float timeSlice) |
| Called every frame, only for local player controller. | |
| event void | OnAfterPostSimulate (IEntity owner, float timeSlice) |
| Called after post simulate, only for local player controller. | |
| ExtBaseInteractionHandlerComponentClass BaseInteractionHandlerComponentClass | SetSelectedAction (BaseUserAction action) |
| proto external UserActionContext | GetCurrentContext () |
| Returns currently gathered (active-preferred) context or null if none. | |
| proto external IEntity | GetControlledEntity () |
| Returns the controlled entity or null if none. | |
| proto external int | GetFilteredActions (out notnull array< BaseUserAction > outActions, out notnull array< bool > outCanBePerformed) |
| proto external bool | IsContextAvailable () |
| Returns true when there is a gathered context available. | |
| proto external void | SetManualNearbyCollectionOverride (bool enabled) |
| If set to true, we expect a list of nearby entities to be provided from the user instead. | |
| proto external bool | GetManualNearbyCollectionOverride () |
| Returns whether manual nearby collection override is set (we expect a list of nearby entities to be provided from the user instead). | |
| proto external void | SetManualCollectionOverride (bool enabled) |
| If set to true, we expect a list of entities to be provided from the user instead. | |
| proto external bool | GetManualCollectionOverride () |
| Returns whether manual collection override is set (we expect a list of entities to be provided from the user instead). | |
| proto external void | SetNearbyCollectionEnabled (bool enabled) |
| proto external bool | GetNearbyCollectionEnabled () |
| Returns whether nearby available context collection is enabled. | |
| proto external float | GetNearbyCollectionRadius () |
| Returns the radius in meters that is used for nearby available context collection. | |
| proto external int | GetNearbyAvailableContextList (out notnull array< UserActionContext > outContexts) |
| proto external int | GetNearbyShowableContextList (out notnull array< UserActionContext > outContexts) |
| proto external int | GetNearbyUnavailableContextList (out notnull array< UserActionContext > outContexts) |
| proto external vector | UpdateLastReferencePoint (float timeSlice) |
| void | OnControlledEntityChanged (IEntity from, IEntity to) |
| Runs every time the controlled entity has been changed. | |
| void | OnContextChanged (UserActionContext previousContext, UserActionContext newContext) |
| void | OnPostFrame (IEntity owner, IEntity controlledEntity, float timeSlice) |
| bool | CanContextChange (UserActionContext currentContext, UserActionContext newContext) |
| bool | DoIntersectCheck (IEntity controlledEntity) |
| bool | GetIsInteractionAvailableScript () |
| bool | GetCanInteractScript (IEntity controlledEntity) |
| BaseUserAction | GetSelectedActionScript () |
| array< IEntity > | GetManualOverrideList (IEntity owner, out vector referencePoint) |
| array< IEntity > | GetManualNearbyOverrideList (IEntity owner, out vector referencePoint) |
| bool | IsPerformingAction () |
| enum EUserActionEvent |
| Enumerator | |
|---|---|
| StartAction | |
| PerformAction | |
| PerformContinuousAction | |
| CancelAction | |
| StartAction | |
| PerformAction | |
| PerformContinuousAction | |
| CancelAction | |
Definition at line 12 of file EUserActionEvent.c.
| enum EUserActionEvent |
| Enumerator | |
|---|---|
| StartAction | |
| PerformAction | |
| PerformContinuousAction | |
| CancelAction | |
| StartAction | |
| PerformAction | |
| PerformContinuousAction | |
| CancelAction | |
Definition at line 12 of file EUserActionEvent.c.
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protected |
Called before a context is set to determine whether a change can occur.
Should preferred context collection use intersect checks? This will make a ray check against the context's radius. This works well in tight places where relying on physical collisions is impossible - e.g. in vehicle interiors.
Are we allowed to start collecting and processing interactions? Implement custom logic and return true if yes, false otherwise.
| controlledEntity | The entity that wants to be able to interact (player controlled) |
| proto external IEntity GetControlledEntity | ( | ) |
Returns the controlled entity or null if none.
Get reference to editable entity controlled by the player this delegate represents.
Definition at line 90 of file SCR_EditablePlayerDelegateComponent.c.
| proto external UserActionContext GetCurrentContext | ( | ) |
Returns currently gathered (active-preferred) context or null if none.
| proto external int GetFilteredActions | ( | out notnull array< BaseUserAction > | outActions, |
| out notnull array< bool > | outCanBePerformed ) |
After collection is done, this method can be used for retrieving already checked user actions from current context.
| outActions | Array that will be filled with user actions that can be shown |
| outCanBePerformed | Array that complements the outActions with result of CanBePerformed check |
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protected |
Are any user actions available to interact with? Implement and return true if yes, false otherwise.
| proto external bool GetManualCollectionOverride | ( | ) |
Returns whether manual collection override is set (we expect a list of entities to be provided from the user instead).
| proto external bool GetManualNearbyCollectionOverride | ( | ) |
Returns whether manual nearby collection override is set (we expect a list of nearby entities to be provided from the user instead).
Callback when manual nearby collection override is enabled. See SetManualNearbyCollectionOverride. It may return nullptrs inside array if this is called between deletion of instance inside the array and updating of the array.
| owner | Parent entity |
| referencePoint | Point in world space used to calculate distance and sort contexts by |
Callback when manual collection override is enabled. See SetManualCollectionOverride. It may return nullptrs inside array if this is called between deletion of instance inside the array and updating of the array.
| owner | Parent entity |
| referencePoint | Point in world space used to calculate distance and sort contexts by |
| proto external int GetNearbyAvailableContextList | ( | out notnull array< UserActionContext > | outContexts | ) |
If nearby collection is enabled, fills the provided array with collected contexts nearby. Only contexts that have at least one action that can be shown and performed are output.
| outContexts | Array of contexts that will be cleared and filled with nearby available contexts. |
| proto external bool GetNearbyCollectionEnabled | ( | ) |
Returns whether nearby available context collection is enabled.
| proto external float GetNearbyCollectionRadius | ( | ) |
Returns the radius in meters that is used for nearby available context collection.
| proto external int GetNearbyShowableContextList | ( | out notnull array< UserActionContext > | outContexts | ) |
If nearby collection is enabled, fills the provided array with collected contexts nearby. Only contexts that have at least one action that can be shown, but not performed are output.
| outContexts | Array of contexts that will be cleared and filled with nearby available contexts. |
| proto external int GetNearbyUnavailableContextList | ( | out notnull array< UserActionContext > | outContexts | ) |
If nearby collection is enabled, fills the provided array with collected contexts nearby. Only contexts that have at least one action, but none can be shown or performed are output.
| outContexts | Array of contexts that will be cleared and filled with nearby available contexts. |
| proto external BaseUserAction GetSelectedAction | ( | ) |
Return currently selected user action or null if none
Definition at line 248 of file SCR_DownloadManager_Dialog.c.
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protected |
Currently sected action or null if none. Implement and return currently selected action.
| proto external float GetVisibilityRange | ( | ) |
Returns the global actions visibility range value defined by attribute in this component.
| proto external bool IsContextAvailable | ( | ) |
Returns true when there is a gathered context available.
| BaseInteractionHandlerComponentClass GameComponentClass IsInteractionAvailable | ( | ) |
Returns true if any interaction can be done at given moment, i.e. UI should be shown.
Base class for interaction handler. This component must be attached to a PlayerController.
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protected |
Called after post simulate, only for local player controller.
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protected |
Event called when InteractionHandlerComponent finds new target UserActionContext and a change occurs. Both previous and new context might be 'null' if no context is caught in collection.
| previousContext | Context that was active up until this collection - can be null |
| newContext | Context that will be active after this collection - can be null if nothing was caught |
Runs every time the controlled entity has been changed.
Definition at line 174 of file SCR_ItemPlacementComponent.c.
Called every frame, only for local player controller.
Definition at line 1466 of file SCR_VehicleDamageManagerComponent.c.
| event void OnInit | ( | IEntity | owner | ) |
Called on initialization. Might not be called unless we already own this item.
Called during EOnInit.
| owner | Entity this component is attached to. |
Definition at line 493 of file SCR_CharacterCommandHandler_Tests.c.
Called once per frame after simulation. Can be used for drawing and updating UI.
| proto external void SetManualCollectionOverride | ( | bool | enabled | ) |
If set to true, we expect a list of entities to be provided from the user instead.
| proto external void SetManualNearbyCollectionOverride | ( | bool | enabled | ) |
If set to true, we expect a list of nearby entities to be provided from the user instead.
| proto external void SetNearbyCollectionEnabled | ( | bool | enabled | ) |
Sets whether nearby available context collection should be enabled.
| enabled | True to enable collection, false to disable. |
| ExtBaseInteractionHandlerComponentClass BaseInteractionHandlerComponentClass SetSelectedAction | ( | BaseUserAction | action | ) |
Collects interactions by performing a sphere cast initially and then a sphere query at the end. Iterates through hit entities and tries to find closest entity with ActionsManagerComponent that has a valid context.
Sets currently select action. Only relevant to the owner of this component, ie. for the local player. Accepts null for when action is to be cleared.