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ScriptInvokerFuzeChanged | GetOnFuzeChanged () |
| Script invoker that is triggered each time that fuze type chages for this entity This invoker is also called when this entity is deleted like in case when its detonated In such case its new fuze type will be NONE and such case can be recognized using IEntity.IsDeleted()
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void | OnFuzeTypeChanged () |
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void | OnArrayOfConnectedDetonatorsChanged () |
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float | GetTimeOfDetonation () |
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SCR_EFuzeType | GetUsedFuzeType () |
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SCR_ExplosiveTriggerComponent | GetTrigger () |
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array< RplId > | GetConnectedDetonators () |
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int | GetNumberOfConnectedDetonators () |
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bool | IsDetonatorConnected (RplId detonatorId) |
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float | GetFuzeTime () |
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void | SetFuzeTime (float fuzeDelay, bool silent=false) |
| Change the time which will be used for timed fuze.
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void | ArmWithTimedFuze (bool silent=false) |
| Arms the charge and starts the timer for the detonation.
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void | ConnectDetonator (SCR_EFuzeType fuzeType, RplId detonatorId=RplId.Invalid(), bool shouldReplicate=true, bool silent=false) |
| Arms the charge with remotely detonated fuze.
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void | RemoveDetonatorFromTheList (RplId detonatorId, bool shouldReplicate=true) |
| Removes provided detonator RplId unless its not there in the first place.
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void | ReplaceDetonatorFromTheList (RplId detonatorIdToReplace, RplId replaceWith=RplId.Invalid()) |
| Replaces connected detonator RplId with provided id which by default will be invalid.
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void | DisarmChargeSilent () |
| Callback method to ensure that charge is disarmed when transferred but with no sound.
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void | DisarmCharge (bool playSound=true) |
| Will clear the array of connected detonators, change fuze visibility and update their previously connected detonators with false info to not give players on the other end information that someone is tampering with their charges.
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RplId | GetRplId () |
| Checks validity and returns RplId of this component.
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override void | EOnFrame (IEntity owner, float timeSlice) |
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override void | EOnInit (IEntity owner) |
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override void | OnPostInit (IEntity owner) |
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override void | OnDelete (IEntity owner) |
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override bool | RplSave (ScriptBitWriter writer) |
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override bool | RplLoad (ScriptBitReader reader) |
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void | OnFuzeChanged (SCR_EFuzeType oldFuzeType, SCR_EFuzeType newFuzeType) |
| Triggers m_OnFuzeChanged when such exists with information about old and new fuze type.
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void | PlaySound (string soundName) |
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void | SetGarbageCollectable (bool garbageCollectable) |
| Changes if garbage system should manage this entity.
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void | UpdateFuzeVisibility () |
| Change visibility of sloted fuze.
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void | ChangeLockState (bool locked=false) |
| When item is locked then players wont be able to pick it up.
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bool | CheckRplId () |
| Checks validaty of RplId and if that fails then tries to find correct RplId for that trigger.
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bool | OnTicksOnRemoteProxy () |
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◆ ArmWithTimedFuze()
void SCR_ExplosiveChargeComponent.ArmWithTimedFuze |
( |
bool | silent = false | ) |
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Arms the charge and starts the timer for the detonation.
◆ ChangeLockState()
void SCR_ExplosiveChargeComponent.ChangeLockState |
( |
bool | locked = false | ) |
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When item is locked then players wont be able to pick it up.
◆ CheckRplId()
bool SCR_ExplosiveChargeComponent.CheckRplId |
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Checks validaty of RplId and if that fails then tries to find correct RplId for that trigger.
◆ ConnectDetonator()
void SCR_ExplosiveChargeComponent.ConnectDetonator |
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SCR_EFuzeType | fuzeType, |
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RplId | detonatorId = RplId::Invalid(), |
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bool | shouldReplicate = true, |
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bool | silent = false ) |
Arms the charge with remotely detonated fuze.
Adds provided detonator RplId unless its already on the list
◆ DisarmCharge()
void SCR_ExplosiveChargeComponent.DisarmCharge |
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bool | playSound = true | ) |
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Will clear the array of connected detonators, change fuze visibility and update their previously connected detonators with false info to not give players on the other end information that someone is tampering with their charges.
◆ DisarmChargeSilent()
void SCR_ExplosiveChargeComponent.DisarmChargeSilent |
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Callback method to ensure that charge is disarmed when transferred but with no sound.
◆ EOnFrame()
override void SCR_ExplosiveChargeComponent.EOnFrame |
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IEntity | owner, |
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float | timeSlice ) |
◆ EOnInit()
override void SCR_ExplosiveChargeComponent.EOnInit |
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IEntity | owner | ) |
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◆ GetConnectedDetonators()
array< RplId > SCR_ExplosiveChargeComponent.GetConnectedDetonators |
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◆ GetFuzeTime()
float SCR_ExplosiveChargeComponent.GetFuzeTime |
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◆ GetNumberOfConnectedDetonators()
int SCR_ExplosiveChargeComponent.GetNumberOfConnectedDetonators |
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◆ GetOnFuzeChanged()
ScriptInvokerFuzeChanged SCR_ExplosiveChargeComponent.GetOnFuzeChanged |
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Script invoker that is triggered each time that fuze type chages for this entity This invoker is also called when this entity is deleted like in case when its detonated In such case its new fuze type will be NONE and such case can be recognized using IEntity.IsDeleted()
◆ GetRplId()
RplId SCR_ExplosiveChargeComponent.GetRplId |
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Checks validity and returns RplId of this component.
◆ GetTimeOfDetonation()
float SCR_ExplosiveChargeComponent.GetTimeOfDetonation |
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◆ GetTrigger()
◆ GetUsedFuzeType()
SCR_EFuzeType SCR_ExplosiveChargeComponent.GetUsedFuzeType |
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◆ IsDetonatorConnected()
bool SCR_ExplosiveChargeComponent.IsDetonatorConnected |
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RplId | detonatorId | ) |
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◆ OnArrayOfConnectedDetonatorsChanged()
void SCR_ExplosiveChargeComponent.OnArrayOfConnectedDetonatorsChanged |
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◆ OnDelete()
override void SCR_ExplosiveChargeComponent.OnDelete |
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IEntity | owner | ) |
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◆ OnFuzeChanged()
void SCR_ExplosiveChargeComponent.OnFuzeChanged |
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SCR_EFuzeType | oldFuzeType, |
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SCR_EFuzeType | newFuzeType ) |
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Triggers m_OnFuzeChanged when such exists with information about old and new fuze type.
◆ OnFuzeTypeChanged()
void SCR_ExplosiveChargeComponent.OnFuzeTypeChanged |
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◆ OnPostInit()
override void SCR_ExplosiveChargeComponent.OnPostInit |
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IEntity | owner | ) |
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◆ PlaySound()
void SCR_ExplosiveChargeComponent.PlaySound |
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string | soundName | ) |
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◆ RemoveDetonatorFromTheList()
void SCR_ExplosiveChargeComponent.RemoveDetonatorFromTheList |
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RplId | detonatorId, |
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bool | shouldReplicate = true ) |
Removes provided detonator RplId unless its not there in the first place.
◆ ReplaceDetonatorFromTheList()
void SCR_ExplosiveChargeComponent.ReplaceDetonatorFromTheList |
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RplId | detonatorIdToReplace, |
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RplId | replaceWith = RplId::Invalid() ) |
Replaces connected detonator RplId with provided id which by default will be invalid.
◆ RplLoad()
override bool SCR_ExplosiveChargeComponent.RplLoad |
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ScriptBitReader | reader | ) |
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◆ RplSave()
override bool SCR_ExplosiveChargeComponent.RplSave |
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ScriptBitWriter | writer | ) |
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◆ SetFuzeTime()
void SCR_ExplosiveChargeComponent.SetFuzeTime |
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float | fuzeDelay, |
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bool | silent = false ) |
Change the time which will be used for timed fuze.
◆ SetGarbageCollectable()
void SCR_ExplosiveChargeComponent.SetGarbageCollectable |
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bool | garbageCollectable | ) |
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Changes if garbage system should manage this entity.
- Parameters
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[in] | garbageCollectable | true if this entity should be inserted into garbage system |
◆ UpdateFuzeVisibility()
void SCR_ExplosiveChargeComponent.UpdateFuzeVisibility |
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Change visibility of sloted fuze.
◆ m_aConnectedDetonators
ref array<RplId> SCR_ExplosiveChargeComponent.m_aConnectedDetonators = {} |
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◆ m_eUsedFuzeType
SCR_EFuzeType SCR_ExplosiveChargeComponent.m_eUsedFuzeType = SCR_EFuzeType.NONE |
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◆ m_fFuzeTime
float SCR_ExplosiveChargeComponent.m_fFuzeTime = 20 |
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◆ m_fTimer
float SCR_ExplosiveChargeComponent.m_fTimer |
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◆ m_OnFuzeChanged
ref ScriptInvokerFuzeChanged SCR_ExplosiveChargeComponent.m_OnFuzeChanged |
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◆ m_RplComp
◆ m_RplID
RplId SCR_ExplosiveChargeComponent.m_RplID |
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◆ m_Trigger
The documentation for this interface was generated from the following file:
- Game/Components/SCR_ExplosiveChargeComponent.c