Dayz
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continuousactionprogress.c
Go to the documentation of this file.
1
class
ContinuousActionProgress
extends
ScriptedWidgetEventHandler
2
{
3
reference
string
RadialBarWidgetName
;
4
5
protected
PlayerBase
m_Player
;
6
protected
ActionBase
m_Action
;
7
protected
int
m_ActionState
;
8
protected
ActionManagerBase
m_AM
;
9
10
protected
ref WidgetFadeTimer
m_FadeTimer
;
11
protected
bool
m_Faded
;
12
13
protected
float
m_InitProgress
;
14
protected
float
m_Speed
;
15
16
protected
Widget
m_Root
;
17
protected
Widget
m_RadialWidget
;
18
protected
ImageWidget
m_LoaderImage
;
19
ref
RadialProgressBar
m_Radial
;
20
21
void
ContinuousActionProgress
()
22
{
23
m_Action
= null;
24
m_ActionState
= -1;
25
m_AM
= null;
26
m_RadialWidget
= null;
27
m_LoaderImage
= null;
28
m_Radial
= null;
29
m_Speed
= 0;
30
m_InitProgress
= 100;
31
32
m_FadeTimer
=
new
WidgetFadeTimer;
33
m_Faded
=
true
;
34
35
g_Game
.GetUpdateQueue(
CALL_CATEGORY_GUI
).Insert(
Update
);
36
}
37
38
void
~ContinuousActionProgress
()
39
{
40
g_Game
.GetUpdateQueue(
CALL_CATEGORY_GUI
).Remove(
Update
);
41
}
42
43
protected
void
OnWidgetScriptInit
(
Widget
w)
44
{
45
m_Root
= w;
46
m_Root
.SetHandler(
this
);
47
m_Root
.Show(
false
);
48
49
m_RadialWidget
=
m_Root
.FindAnyWidget(
"PBRadial1"
);
50
m_LoaderImage
= ImageWidget.Cast(
m_Root
.FindAnyWidget(
"cap_init_loader"
) );
51
if
(
m_RadialWidget
)
52
m_RadialWidget
.GetScript(
m_Radial
);
53
m_Root
.Update();
54
}
55
56
protected
void
Update
()
57
{
59
Mission
mission
=
g_Game
.GetMission();
60
IngameHud hud = IngameHud.Cast(
mission
.GetHud());
61
if
(hud && hud.GetHudVisibility().IsContextFlagActive(IngameHudVisibility.HUD_HIDE_FLAGS))
62
{
63
m_Root
.Show(
false
);
64
return
;
65
}
66
67
if
(
m_Player
&& !
m_Player
.IsAlive())
// handle respawn
68
{
69
m_Player
= null;
70
m_AM
= null;
71
}
72
if
(!
m_Player
)
GetPlayer
();
73
if
(!
m_AM
)
GetActionManager
();
74
75
GetActions
();
76
77
if
(
m_Action
&&
m_Action
.HasProgress() &&
m_ActionState
!=
UA_NONE
&&
g_Game
.GetUIManager().GetMenu() == null)
78
{
79
if
(
m_ActionState
==
UA_INITIALIZE
||
m_ActionState
==
UA_AM_PENDING
)
80
{
81
m_Speed
+= 0.02;
82
m_LoaderImage
.SetRotation(0, 0,
m_Speed
*
Math
.
RAD2DEG
);
83
m_LoaderImage
.Show(
true
);
84
}
85
else
86
{
87
m_Speed
= 0.0;
88
m_LoaderImage
.SetRotation(0, 0, 0);
89
m_LoaderImage
.Show(
false
);
90
}
91
92
if
(
m_ActionState
==
UA_PROCESSING
)
93
{
94
m_InitProgress
= 100;
95
m_LoaderImage
.SetRotation(0, 0, 0);
96
SetProgress
(
Math
.
AbsFloat
(
m_AM
.GetActionComponentProgress() * 100 *
m_AM
.GetACProgressWidgetMultiplier()));
97
}
98
m_Root
.Show(
true
);
99
}
100
else
101
{
102
m_Speed
= 0.0;
103
m_Root
.Show(
false
);
104
m_LoaderImage
.Show(
false
);
105
SetProgress
(0.0);
106
m_LoaderImage
.SetRotation(0, 0, 0);
107
}
108
}
109
110
// getters
111
private
void
GetPlayer
()
112
{
113
Class
.
CastTo
(
m_Player
,
g_Game
.GetPlayer());
114
}
115
116
private
void
GetActionManager
()
117
{
118
if
(
m_Player
&&
m_Player
.IsPlayerSelected() )
119
{
120
Class
.
CastTo
(
m_AM
,
m_Player
.GetActionManager());
121
}
122
else
123
m_AM
= null;
124
}
125
126
private
void
GetActions
()
127
{
128
if
(!
m_AM
)
return
;
129
130
m_Action
= null;
131
m_ActionState
= -1;
132
m_Action
=
m_AM
.GetRunningAction();
133
134
if
(
m_Action
&&
m_Action
.GetInput().GetInputType() ==
ActionInputType
.AIT_CONTINUOUS)
135
m_ActionState
=
m_AM
.GetActionState(
m_Action
);
136
else
137
m_Action
= null;
138
}
139
140
private
void
SetProgress
(
float
progress)
141
{
142
if
(
m_Radial
)
143
m_Radial
.SetProgress(progress);
144
}
145
}
ActionInputType
ActionInputType
Definition
actioninput.c:2
ActionManagerBase
void ActionManagerBase(PlayerBase player)
Definition
actionmanagerbase.c:63
ActionBase
Definition
actionbase.c:59
Class
Super root of all classes in Enforce script.
Definition
enscript.c:11
Math
Definition
enmath.c:7
Mission
Mission class.
Definition
gameplay.c:686
PlayerBase
Definition
playerbaseclient.c:2
RadialProgressBar
Definition
radialprogressbar.c:3
ScriptedWidgetEventHandler
map: item x vector(index, width, height)
Definition
enwidgets.c:657
ScriptedWidgetEventHandler::m_AM
ActionManagerBase m_AM
Definition
continuousactionprogress.c:8
ScriptedWidgetEventHandler::m_Root
Widget m_Root
Definition
sizetochild.c:9
ScriptedWidgetEventHandler::m_Speed
float m_Speed
Definition
continuousactionprogress.c:14
ScriptedWidgetEventHandler::m_ActionState
int m_ActionState
Definition
continuousactionprogress.c:7
ScriptedWidgetEventHandler::m_FadeTimer
ref WidgetFadeTimer m_FadeTimer
Definition
continuousactionprogress.c:10
ScriptedWidgetEventHandler::m_Radial
ref RadialProgressBar m_Radial
Definition
continuousactionprogress.c:19
ScriptedWidgetEventHandler::ContinuousActionProgress
void ContinuousActionProgress()
Definition
continuousactionprogress.c:21
ScriptedWidgetEventHandler::RadialBarWidgetName
reference string RadialBarWidgetName
Definition
continuousactionprogress.c:3
ScriptedWidgetEventHandler::Update
void Update(float timeslice)
Definition
ctobjectfollower.c:36
ScriptedWidgetEventHandler::GetPlayer
void GetPlayer()
Definition
continuousactionprogress.c:111
ScriptedWidgetEventHandler::m_Player
PlayerBase m_Player
Definition
continuousactionprogress.c:5
ScriptedWidgetEventHandler::m_Faded
bool m_Faded
Definition
continuousactionprogress.c:11
ScriptedWidgetEventHandler::GetActionManager
void GetActionManager()
Definition
continuousactionprogress.c:116
ScriptedWidgetEventHandler::m_InitProgress
float m_InitProgress
Definition
continuousactionprogress.c:13
ScriptedWidgetEventHandler::m_LoaderImage
ImageWidget m_LoaderImage
Definition
continuousactionprogress.c:18
ScriptedWidgetEventHandler::m_Action
ActionBase m_Action
Definition
continuousactionprogress.c:6
ScriptedWidgetEventHandler::m_RadialWidget
Widget m_RadialWidget
Definition
continuousactionprogress.c:17
ScriptedWidgetEventHandler::GetActions
void GetActions()
Definition
continuousactionprogress.c:126
ScriptedWidgetEventHandler::OnWidgetScriptInit
void OnWidgetScriptInit(Widget w)
Definition
continuousactionprogress.c:43
ScriptedWidgetEventHandler::Update
void Update()
Definition
continuousactionprogress.c:56
ScriptedWidgetEventHandler::SetProgress
void SetProgress(float progress)
Definition
continuousactionprogress.c:140
ScriptedWidgetEventHandler::~ContinuousActionProgress
void ~ContinuousActionProgress()
Definition
continuousactionprogress.c:38
Widget
Definition
enwidgets.c:190
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
mission
Mission mission
Definition
displaystatus.c:28
Class::CastTo
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
Math::AbsFloat
static proto float AbsFloat(float f)
Returns absolute value.
Math::RAD2DEG
static const float RAD2DEG
Definition
enmath.c:16
CALL_CATEGORY_GUI
const int CALL_CATEGORY_GUI
Definition
tools.c:9
UA_INITIALIZE
const int UA_INITIALIZE
Definition
constants.c:477
UA_NONE
const int UA_NONE
Definition
constants.c:465
UA_AM_PENDING
const int UA_AM_PENDING
Definition
constants.c:479
UA_PROCESSING
const int UA_PROCESSING
Definition
constants.c:467
Games
Dayz
scripts
5_mission
gui
continuousactionprogress.c
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