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land_underground_stairs_exit.c
Go to the documentation of this file.
1
class
Land_Underground_Stairs_Exit
:
Land_Underground_EntranceBase
2
{
3
EffectSound
m_LockingSound
;
4
5
EffectSound
m_OpenSoundIn
;
6
//EffectSound m_OpenSoundLoop;
7
EffectSound
m_OpenSoundOut
;
8
9
EffectSound
m_CloseSoundIn
;
10
EffectSound
m_CloseSoundLoop
;
11
EffectSound
m_CloseSoundOut
;
12
13
const
string
LOCKING_SOUNDSET
=
"UndergroundDoor_Lock_SoundSet"
;
14
const
string
OPENING_SOUNDSET_LOOP_IN
=
"UndergroundSmallExitDoor_Open_Start_SoundSet"
;
15
const
string
OPENING_SOUNDSET_LOOP
=
"UndergroundSmallExitDoor_Open_Loop_SoundSet"
;
16
const
string
OPENING_SOUNDSET_LOOP_OUT
=
"UndergroundSmallExitDoor_Open_End_SoundSet"
;
17
18
const
string
CLOSING_SOUNDSET_LOOP_IN
=
"UndergroundSmallExitDoor_Close_Start_SoundSet"
;
19
const
string
CLOSING_SOUNDSET_LOOP
=
"UndergroundSmallExitDoor_Close_Loop_SoundSet"
;
20
const
string
CLOSING_SOUNDSET_LOOP_OUT
=
"UndergroundSmallExitDoor_Close_End_SoundSet"
;
21
22
void
Land_Underground_Stairs_Exit
()
23
{
24
m_DoorType
= EUndegroundDoorType.SMALL;
25
}
26
27
override
void
CleanUpOnClosedClient
()
28
{
29
SEffectManager
.
DestroySound
(
m_LockingSound
);
30
31
SEffectManager
.
DestroySound
(
m_OpenSoundIn
);
32
//SEffectManager.DestroySound(m_OpenSoundLoop);
33
SEffectManager
.
DestroySound
(
m_OpenSoundOut
);
34
35
SEffectManager
.
DestroySound
(
m_CloseSoundIn
);
36
SEffectManager
.
DestroySound
(
m_CloseSoundLoop
);
37
SEffectManager
.
DestroySound
(
m_CloseSoundOut
);
38
39
}
40
41
override
float
GetOpeningTime
()
42
{
43
return
AdjustTime
(3);
44
}
45
46
override
void
OnDoorStateChangedServer
(
EUndegroundEntranceState
newState)
47
{
48
switch
(newState)
49
{
50
case
EUndegroundEntranceState
.OPENING_A:
51
RequestLatentTransition
(
AdjustTime
(1));
52
SetAnimationPhase(
"EntranceDoor"
,1);
53
break
;
54
case
EUndegroundEntranceState
.OPENING_B:
55
g_Game
.UpdatePathgraphRegionByObject(
this
);
56
RequestLatentTransition
(
AdjustTime
(6),
EUndegroundEntranceState
.CLOSING_A);
57
break
;
58
case
EUndegroundEntranceState
.CLOSING_A:
59
m_AnimTimerDoorServer
=
new
AnimationTimer
();
60
m_AnimTimerDoorServer
.Run(0,
this
,
"OnUpdateServer"
,
"OnFinishedTimerServer"
,
GetOpeningTime
(),
false
,1/
AdjustTime
(1));
61
RequestLatentTransition
(
AdjustTime
(3));
62
break
;
63
case
EUndegroundEntranceState
.CLOSING_B:
64
RequestLatentTransition
(
AdjustTime
(1),
EUndegroundEntranceState
.CLOSED);
65
g_Game
.UpdatePathgraphRegionByObject(
this
);
66
break
;
67
}
68
}
69
void
SoundEnded
(
Effect
eff)
70
{
71
if
(eff ==
m_CloseSoundIn
)
72
{
73
PlaySoundSetLoop(
m_CloseSoundLoop
,
CLOSING_SOUNDSET_LOOP
, 0, 0 );
74
}
75
}
76
77
override
void
HandleAudioPlayback
(
EUndegroundEntranceState
newState,
EUndegroundEntranceState
prevState)
78
{
79
if
(newState ==
EUndegroundEntranceState
.OPENING_A)
80
{
81
PlaySoundSet(
m_LockingSound
,
LOCKING_SOUNDSET
, 0, 0 );
82
PlaySoundSet(
m_OpenSoundIn
,
OPENING_SOUNDSET_LOOP_IN
, 0, 0 );
83
}
84
else
if
(newState ==
EUndegroundEntranceState
.OPENING_B)
85
{
86
if
(
m_OpenSoundIn
)
87
m_OpenSoundIn
.Stop();
88
PlaySoundSet(
m_OpenSoundOut
,
OPENING_SOUNDSET_LOOP_OUT
, 0, 0 );
89
}
90
else
if
(newState ==
EUndegroundEntranceState
.CLOSING_A)
91
{
92
PlaySoundSet(
m_CloseSoundIn
,
CLOSING_SOUNDSET_LOOP_IN
, 0, 0 );
93
if
(
m_CloseSoundIn
)
94
m_CloseSoundIn
.Event_OnEffectEnded.Insert(
SoundEnded
);
95
}
96
else
if
(newState ==
EUndegroundEntranceState
.CLOSING_B)
97
{
98
if
(
m_CloseSoundLoop
)
99
m_CloseSoundLoop
.Stop();
100
PlaySoundSet(
m_CloseSoundOut
,
CLOSING_SOUNDSET_LOOP_OUT
, 0, 0 );
101
PlaySoundSet(
m_LockingSound
,
LOCKING_SOUNDSET
, 0, 0 );
102
103
}
104
}
105
106
override
void
CreateLights
()
107
{
108
m_InteriorLight1
=
EntranceLight
.Cast(
ScriptedLightBase
.CreateLightAtObjMemoryPoint(
EntranceLightStairs1
,
this
,
"Light1"
));
109
m_InteriorLight2
=
EntranceLight
.Cast(
ScriptedLightBase
.CreateLightAtObjMemoryPoint(
EntranceLightStairs2
,
this
,
"Light2"
));
110
}
111
112
}
AnimationTimer
AnimationTimer class.
Definition
tools.c:651
EffectSound
Wrapper class for managing sound through SEffectManager.
Definition
effectsound.c:5
EntranceLightStairs2
Definition
entrancelight.c:32
Land_Underground_EntranceBase::RequestLatentTransition
void RequestLatentTransition(float time, EUndegroundEntranceState targetState=EUndegroundEntranceState.UNINITIALIZED)
Definition
land_underground_entrance.c:192
Land_Underground_EntranceBase::m_InteriorLight1
EntranceLight m_InteriorLight1
Definition
land_underground_entrance.c:61
Land_Underground_EntranceBase::AdjustTime
float AdjustTime(float originalTime, float adjustedTime=-1)
Definition
land_underground_entrance.c:169
Land_Underground_EntranceBase::m_DoorType
EUndegroundDoorType m_DoorType
Definition
land_underground_entrance.c:59
Land_Underground_EntranceBase::m_AnimTimerDoorServer
ref AnimationTimer m_AnimTimerDoorServer
Definition
land_underground_entrance.c:56
Land_Underground_EntranceBase::Land_Underground_EntranceBase
void Land_Underground_EntranceBase()
Definition
land_underground_entrance.c:70
Land_Underground_EntranceBase::m_InteriorLight2
EntranceLight m_InteriorLight2
Definition
land_underground_entrance.c:62
Land_Underground_Stairs_Exit::m_CloseSoundIn
EffectSound m_CloseSoundIn
Definition
land_underground_stairs_exit.c:9
Land_Underground_Stairs_Exit::m_OpenSoundOut
EffectSound m_OpenSoundOut
Definition
land_underground_stairs_exit.c:7
Land_Underground_Stairs_Exit::LOCKING_SOUNDSET
const string LOCKING_SOUNDSET
Definition
land_underground_stairs_exit.c:13
Land_Underground_Stairs_Exit::HandleAudioPlayback
override void HandleAudioPlayback(EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
Definition
land_underground_stairs_exit.c:77
Land_Underground_Stairs_Exit::m_OpenSoundIn
EffectSound m_OpenSoundIn
Definition
land_underground_stairs_exit.c:5
Land_Underground_Stairs_Exit::OnDoorStateChangedServer
override void OnDoorStateChangedServer(EUndegroundEntranceState newState)
Definition
land_underground_stairs_exit.c:46
Land_Underground_Stairs_Exit::CLOSING_SOUNDSET_LOOP_OUT
const string CLOSING_SOUNDSET_LOOP_OUT
Definition
land_underground_stairs_exit.c:20
Land_Underground_Stairs_Exit::OPENING_SOUNDSET_LOOP_OUT
const string OPENING_SOUNDSET_LOOP_OUT
Definition
land_underground_stairs_exit.c:16
Land_Underground_Stairs_Exit::CLOSING_SOUNDSET_LOOP_IN
const string CLOSING_SOUNDSET_LOOP_IN
Definition
land_underground_stairs_exit.c:18
Land_Underground_Stairs_Exit::OPENING_SOUNDSET_LOOP_IN
const string OPENING_SOUNDSET_LOOP_IN
Definition
land_underground_stairs_exit.c:14
Land_Underground_Stairs_Exit::CleanUpOnClosedClient
override void CleanUpOnClosedClient()
Definition
land_underground_stairs_exit.c:27
Land_Underground_Stairs_Exit::CreateLights
override void CreateLights()
Definition
land_underground_stairs_exit.c:106
Land_Underground_Stairs_Exit::SoundEnded
void SoundEnded(Effect eff)
Definition
land_underground_stairs_exit.c:69
Land_Underground_Stairs_Exit::OPENING_SOUNDSET_LOOP
const string OPENING_SOUNDSET_LOOP
Definition
land_underground_stairs_exit.c:15
Land_Underground_Stairs_Exit::m_LockingSound
EffectSound m_LockingSound
Definition
land_underground_stairs_exit.c:3
Land_Underground_Stairs_Exit::CLOSING_SOUNDSET_LOOP
const string CLOSING_SOUNDSET_LOOP
Definition
land_underground_stairs_exit.c:19
Land_Underground_Stairs_Exit::Land_Underground_Stairs_Exit
void Land_Underground_Stairs_Exit()
Definition
land_underground_stairs_exit.c:22
Land_Underground_Stairs_Exit::m_CloseSoundLoop
EffectSound m_CloseSoundLoop
Definition
land_underground_stairs_exit.c:10
Land_Underground_Stairs_Exit::m_CloseSoundOut
EffectSound m_CloseSoundOut
Definition
land_underground_stairs_exit.c:11
Land_Underground_Stairs_Exit::GetOpeningTime
override float GetOpeningTime()
Definition
land_underground_stairs_exit.c:41
SEffectManager
Manager class for managing Effect (EffectParticle, EffectSound).
Definition
effectmanager.c:6
SEffectManager::DestroySound
static bool DestroySound(EffectSound sound_effect)
Legacy, backwards compatibility.
Definition
effectmanager.c:432
ScriptedLightBase
Definition
pointlightbase.c:2
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
Effect
void Effect()
ctor
Definition
effect.c:72
EntranceLightStairs1
class EntranceLight extends PointLightBase EntranceLightStairs1()
Definition
entrancelight.c:22
EntranceLight
void EntranceLight()
Definition
entrancelight.c:26
EUndegroundEntranceState
EUndegroundEntranceState
Definition
land_underground_entrance.c:2
Games
Dayz
scripts
4_world
entities
building
underground
stairs
land_underground_stairs_exit.c
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