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cacontinuoustime.c
Go to the documentation of this file.
1
class
CAContinuousTime
:
CAContinuousBase
2
{
3
protected
float
m_LocalTimeElpased
;
4
protected
float
m_TimeElpased
;
5
protected
float
m_AdjustedTimeToComplete
;
6
protected
float
m_DefaultTimeToComplete
;
7
protected
ref Param1<float>
m_SpentUnits
;
8
9
void
CAContinuousTime
(
float
time_to_complete_action )
10
{
11
m_DefaultTimeToComplete
= time_to_complete_action;
12
}
13
14
override
void
Setup
(
ActionData
action_data )
15
{
16
m_TimeElpased
= 0;
17
if
( !
m_SpentUnits
)
18
{
19
m_SpentUnits
=
new
Param1<float>(0);
20
}
21
else
22
{
23
m_SpentUnits
.param1 = 0;
24
}
25
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m_AdjustedTimeToComplete
=
m_DefaultTimeToComplete
;
//removed softskills
27
}
28
29
override
int
Execute
(
ActionData
action_data )
30
{
31
if
(
m_DefaultTimeToComplete
< 0 )
//for infinite actions
32
{
33
return
UA_PROCESSING
;
34
}
35
36
if
( !action_data.m_Player )
37
{
38
return
UA_ERROR
;
39
}
40
41
if
(
m_TimeElpased
<
m_AdjustedTimeToComplete
)
42
{
43
m_TimeElpased
+= action_data.m_Player.GetDeltaT();
44
return
UA_PROCESSING
;
45
}
46
else
47
{
48
if
(
m_SpentUnits
)
49
{
50
m_SpentUnits
.param1 =
m_TimeElpased
;
51
SetACData
(
m_SpentUnits
);
52
}
53
OnCompletePogress
(action_data);
54
return
UA_FINISHED
;
55
}
56
}
57
58
override
int
Cancel
(
ActionData
action_data )
59
{
60
if
(
m_SpentUnits
)
61
{
62
m_SpentUnits
.param1 =
m_TimeElpased
;
63
SetACData
(
m_SpentUnits
);
64
}
65
if
(
m_DefaultTimeToComplete
< 0 )
//for infinite actions
66
{
67
return
UA_FINISHED
;
68
}
69
70
return
UA_CANCEL
;
71
}
72
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override
float
GetProgress
()
74
{
75
if
(
m_AdjustedTimeToComplete
!= 0 )
76
{
77
//progress = m_TimeElpased/m_AdjustedTimeToComplete;
78
return
m_TimeElpased
/
m_AdjustedTimeToComplete
;
79
}
80
else
81
{
82
Print
(
"USER ACTION COMPONENT CONTINUOUS TIME - WRONG TIME TO COMPLETE CALCULATION - Incorrect data for progress bar!"
);
83
}
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return
1;
85
}
86
87
};
ActionData
ActionBase ActionData
Definition
actionbase.c:30
CABase::SetACData
void SetACData(Param units)
Definition
cabase.c:40
CAContinuousBase
Definition
cacontinuousbase.c:2
CAContinuousBase::OnCompletePogress
void OnCompletePogress(ActionData action_data)
Definition
cacontinuousbase.c:8
CAContinuousTime::Cancel
override int Cancel(ActionData action_data)
Definition
cacontinuoustime.c:58
CAContinuousTime::m_AdjustedTimeToComplete
float m_AdjustedTimeToComplete
Definition
cacontinuoustime.c:5
CAContinuousTime::CAContinuousTime
void CAContinuousTime(float time_to_complete_action)
Definition
cacontinuoustime.c:9
CAContinuousTime::m_DefaultTimeToComplete
float m_DefaultTimeToComplete
Definition
cacontinuoustime.c:6
CAContinuousTime::m_LocalTimeElpased
float m_LocalTimeElpased
Definition
cacontinuoustime.c:3
CAContinuousTime::Execute
override int Execute(ActionData action_data)
Definition
cacontinuoustime.c:29
CAContinuousTime::GetProgress
override float GetProgress()
Definition
cacontinuoustime.c:73
CAContinuousTime::m_SpentUnits
ref Param1< float > m_SpentUnits
Definition
cacontinuoustime.c:7
CAContinuousTime::m_TimeElpased
float m_TimeElpased
Definition
cacontinuoustime.c:4
CAContinuousTime::Setup
override void Setup(ActionData action_data)
Definition
cacontinuoustime.c:14
Print
proto void Print(void var)
Prints content of variable to console/log.
UA_FINISHED
const int UA_FINISHED
Definition
constants.c:469
UA_ERROR
const int UA_ERROR
Definition
constants.c:488
UA_PROCESSING
const int UA_PROCESSING
Definition
constants.c:467
UA_CANCEL
const int UA_CANCEL
Definition
constants.c:470
Games
Dayz
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4_world
classes
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actioncomponents
cacontinuoustime.c
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