|
| void | OnWeaponGroupBumped () |
| |
| void | OnFireModeBumped () |
| |
| void | OnRippleIntervalBumped () |
| |
| void | OnRippleQuantityBumped () |
| |
| void | OnCompartmentEntered (IEntity vehicle, BaseCompartmentManagerComponent mgr, IEntity occupant, int managerId, int slotID) |
| | because weaponGroups are replicated over character controller, we set the base settings only once the first character enters
|
| |
| void | SetWeaponsGroup (int weaponGroupId) |
| |
| void | SetWeaponsGroup (array< int > weaponsGroups) |
| |
| void | SetFireMode (EWeaponGroupFireMode fireMode) |
| |
| void | SetRippleQuantity (int quantity) |
| |
| void | ConfigureWeaponsGroup (array< int > weapons=null, int mode=-1, int rippleQuantity=-1, int rippleInterval=-1) |
| |
| void | GetAvailableRippleQuantities (notnull out array< int > availableRippleQuantities) |
| |
| void | ReplicatedNextWeaponGroup (float value=0.0, EActionTrigger reason=0, string actionName=string.Empty) |
| | Callback method triggered by key press.
|
| |
| void | ReplicatedNextFireMode (float value=0.0, EActionTrigger reason=0, string actionName=string.Empty) |
| | Callback method triggered by key press.
|
| |
| void | ReplicatedNextRippleQuantity (float value=0.0, EActionTrigger reason=0, string actionName=string.Empty) |
| | Callback method triggered by key press.
|
| |
| void | SetUpWeaponGroupActionListeners () |
| |
| void | SetUpFireModeActionListeners () |
| |
| void | SetUpRippleQuantityActionListeners () |
| |
◆ ChangeFireModeValues()
| void SCR_FireModeManagerComponent.ChangeFireModeValues |
( |
SCR_EFireModeChange | change, |
|
|
int | newValue ) |
◆ ConfigureWeaponsGroup()
| void SCR_FireModeManagerComponent.ConfigureWeaponsGroup |
( |
array< int > | weapons = null, |
|
|
int | mode = -1, |
|
|
int | rippleQuantity = -1, |
|
|
int | rippleInterval = -1 ) |
|
protected |
◆ EOnInit()
| override void SCR_FireModeManagerComponent.EOnInit |
( |
IEntity | owner | ) |
|
◆ GetAllWeaponGroups()
| void SCR_FireModeManagerComponent.GetAllWeaponGroups |
( |
out array< ref SCR_WeaponGroup > | weaponGroups | ) |
|
- Parameters
-
| [out] | weaponGroups | returns the m_aWeaponGroups array |
◆ GetAvailableFireModes()
| void SCR_FireModeManagerComponent.GetAvailableFireModes |
( |
notnull out array< int > | availableFireModes | ) |
|
◆ GetAvailableRippleQuantities()
| void SCR_FireModeManagerComponent.GetAvailableRippleQuantities |
( |
notnull out array< int > | availableRippleQuantities | ) |
|
|
protected |
◆ GetAvialableRippleQuantities()
| int SCR_FireModeManagerComponent.GetAvialableRippleQuantities |
( |
notnull array< int > | output | ) |
|
◆ GetCurrentWeaponGroup()
| SCR_WeaponGroup SCR_FireModeManagerComponent.GetCurrentWeaponGroup |
( |
out string | name | ) |
|
◆ GetFireMode()
◆ GetNumberOfAvailableFireModes()
| int SCR_FireModeManagerComponent.GetNumberOfAvailableFireModes |
( |
| ) |
|
◆ GetOnTurretFireModeValuesChanged()
| OnTurretFireModeValuesChangedInvoker SCR_FireModeManagerComponent.GetOnTurretFireModeValuesChanged |
( |
| ) |
|
◆ GetRippleInterval()
| int SCR_FireModeManagerComponent.GetRippleInterval |
( |
| ) |
|
◆ GetRippleQuantity()
| int SCR_FireModeManagerComponent.GetRippleQuantity |
( |
| ) |
|
◆ GetWeaponGroupID()
| int SCR_FireModeManagerComponent.GetWeaponGroupID |
( |
out string | name | ) |
|
◆ NextFireMode()
| void SCR_FireModeManagerComponent.NextFireMode |
( |
| ) |
|
◆ NextRippleQuantity()
| void SCR_FireModeManagerComponent.NextRippleQuantity |
( |
| ) |
|
◆ NextWeaponsGroup()
| void SCR_FireModeManagerComponent.NextWeaponsGroup |
( |
| ) |
|
◆ OnCompartmentEntered()
| void SCR_FireModeManagerComponent.OnCompartmentEntered |
( |
IEntity | vehicle, |
|
|
BaseCompartmentManagerComponent | mgr, |
|
|
IEntity | occupant, |
|
|
int | managerId, |
|
|
int | slotID ) |
|
protected |
because weaponGroups are replicated over character controller, we set the base settings only once the first character enters
- Parameters
-
| [in] | vehicle | |
| [in] | mgr | |
| [in] | occupant | |
| [in] | managerId | |
| [in] | slotID | |
◆ OnFireModeBumped()
| void SCR_FireModeManagerComponent.OnFireModeBumped |
( |
| ) |
|
|
protected |
◆ OnPostInit()
| override void SCR_FireModeManagerComponent.OnPostInit |
( |
IEntity | owner | ) |
|
◆ OnRippleIntervalBumped()
| void SCR_FireModeManagerComponent.OnRippleIntervalBumped |
( |
| ) |
|
|
protected |
◆ OnRippleQuantityBumped()
| void SCR_FireModeManagerComponent.OnRippleQuantityBumped |
( |
| ) |
|
|
protected |
◆ OnWeaponGroupBumped()
| void SCR_FireModeManagerComponent.OnWeaponGroupBumped |
( |
| ) |
|
|
protected |
◆ RemoveActionListeners()
| void SCR_FireModeManagerComponent.RemoveActionListeners |
( |
| ) |
|
◆ ReplicatedNextFireMode()
| void SCR_FireModeManagerComponent.ReplicatedNextFireMode |
( |
float | value = 0::0, |
|
|
EActionTrigger | reason = 0, |
|
|
string | actionName = string::Empty ) |
|
protected |
Callback method triggered by key press.
Used to select ask the server to select next fire mode
- Parameters
-
| [in] | value | |
| [in] | reason | |
| [in] | actionName | |
◆ ReplicatedNextRippleQuantity()
| void SCR_FireModeManagerComponent.ReplicatedNextRippleQuantity |
( |
float | value = 0::0, |
|
|
EActionTrigger | reason = 0, |
|
|
string | actionName = string::Empty ) |
|
protected |
Callback method triggered by key press.
Used to select ask the server to select next ripple quantity
- Parameters
-
| [in] | value | |
| [in] | reason | |
| [in] | actionName | |
◆ ReplicatedNextWeaponGroup()
| void SCR_FireModeManagerComponent.ReplicatedNextWeaponGroup |
( |
float | value = 0::0, |
|
|
EActionTrigger | reason = 0, |
|
|
string | actionName = string::Empty ) |
|
protected |
Callback method triggered by key press.
Used to select ask the server to select next weapon group
- Parameters
-
| [in] | value | |
| [in] | reason | |
| [in] | actionName | |
◆ SetFireMode()
◆ SetRippleInterval()
| void SCR_FireModeManagerComponent.SetRippleInterval |
( |
int | interval | ) |
|
◆ SetRippleQuantity()
| void SCR_FireModeManagerComponent.SetRippleQuantity |
( |
int | quantity | ) |
|
|
protected |
◆ SetUpAllActionListeners()
| void SCR_FireModeManagerComponent.SetUpAllActionListeners |
( |
notnull ChimeraCharacter | controllingCharacter | ) |
|
◆ SetUpFireModeActionListeners()
| void SCR_FireModeManagerComponent.SetUpFireModeActionListeners |
( |
| ) |
|
|
protected |
◆ SetUpRippleQuantityActionListeners()
| void SCR_FireModeManagerComponent.SetUpRippleQuantityActionListeners |
( |
| ) |
|
|
protected |
◆ SetUpWeaponGroupActionListeners()
| void SCR_FireModeManagerComponent.SetUpWeaponGroupActionListeners |
( |
| ) |
|
|
protected |
◆ SetWeaponsGroup() [1/2]
| void SCR_FireModeManagerComponent.SetWeaponsGroup |
( |
array< int > | weaponsGroups | ) |
|
|
protected |
◆ SetWeaponsGroup() [2/2]
| void SCR_FireModeManagerComponent.SetWeaponsGroup |
( |
int | weaponGroupId | ) |
|
|
protected |
◆ ACTION_NAME_FIRE_MODE
| const string SCR_FireModeManagerComponent.ACTION_NAME_FIRE_MODE = "TurretWeaponNextFireMode" |
|
staticprotected |
◆ ACTION_NAME_RIPPLE_QUANTITY
| const string SCR_FireModeManagerComponent.ACTION_NAME_RIPPLE_QUANTITY = "TurretWeaponNextRippleQuantity" |
|
staticprotected |
◆ ACTION_NAME_WEAPON_GROUP
| const string SCR_FireModeManagerComponent.ACTION_NAME_WEAPON_GROUP = "TurretNextWeapon" |
|
staticprotected |
◆ EVENT_NAME_ENTER_COMPARTMENT
| const string SCR_FireModeManagerComponent.EVENT_NAME_ENTER_COMPARTMENT = "OnCompartmentEntered" |
|
staticprotected |
◆ m_aSetWeaponsGroup
| ref array<int> SCR_FireModeManagerComponent.m_aSetWeaponsGroup = {} |
|
protected |
◆ m_aWeaponGroups
| ref array<ref SCR_WeaponGroup> SCR_FireModeManagerComponent.m_aWeaponGroups |
|
protected |
◆ m_ControllingCharacter
◆ m_eCurrentFireMode
◆ m_eSetFireMode
◆ m_fRippleInterval
| float SCR_FireModeManagerComponent.m_fRippleInterval = 100 |
|
protected |
◆ m_iCurrentWeaponGroup
| int SCR_FireModeManagerComponent.m_iCurrentWeaponGroup |
|
protected |
◆ m_iRippleQuantity
| int SCR_FireModeManagerComponent.m_iRippleQuantity |
|
protected |
◆ m_OnTurretFireModeValuesChanged
| ref OnTurretFireModeValuesChangedInvoker SCR_FireModeManagerComponent.m_OnTurretFireModeValuesChanged |
|
protected |
◆ turretController
The documentation for this interface was generated from the following file:
- Game/Components/SCR_FireModeManagerComponent.c