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override void | OnActivate (IEntity object) |
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void | ShowHint (int playerID) |
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void | ComposeHintText () |
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void | Init (IEntity entity) |
| Initializes entity, sets OnActivate and OnDeactivate event handlers for SCR_BaseTriggerEntity.
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bool | CanActivate () |
| Checks if action can be activated, handles maximum activation limit, increments activation count if possible.
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bool | ValidateInputEntity (IEntity object, SCR_ScenarioFrameworkGet getter, out IEntity entity) |
| Validates input entity for ScenarioFramework Action, checks if it's from layer or getter, returns true if valid.
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void | OnActivate (IEntity object) |
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array< ref SCR_ScenarioFrameworkActionBase > | GetSubActions () |
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void | RestoreToDefault () |
| Restores default settings for action and resets number of activations.
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void | SpawnObjects (notnull array< string > aObjectsNames, SCR_ScenarioFrameworkEActivationType eActivationType) |
| Spawns objects from an array, checks for existence, activation type, and initializes them with specified activation type.
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◆ ComposeHintText()
void SCR_ScenarioFrameworkActionShowHint.ComposeHintText |
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◆ OnActivate()
override void SCR_ScenarioFrameworkActionShowHint.OnActivate |
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IEntity |
object | ) |
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◆ ShowHint()
void SCR_ScenarioFrameworkActionShowHint.ShowHint |
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int |
playerID | ) |
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◆ DOUBLE_LINE_SPACE
const string SCR_ScenarioFrameworkActionShowHint.DOUBLE_LINE_SPACE = "<br/><br/>" |
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staticprotected |
◆ m_Getter
◆ m_iTimeout
int SCR_ScenarioFrameworkActionShowHint.m_iTimeout |
◆ m_sActionName
string SCR_ScenarioFrameworkActionShowHint.m_sActionName |
◆ m_sActionText
string SCR_ScenarioFrameworkActionShowHint.m_sActionText |
◆ m_sFactionKey
FactionKey SCR_ScenarioFrameworkActionShowHint.m_sFactionKey |
◆ m_sText
string SCR_ScenarioFrameworkActionShowHint.m_sText |
◆ m_sTitle
string SCR_ScenarioFrameworkActionShowHint.m_sTitle |
The documentation for this interface was generated from the following file:
- Game/ScenarioFramework/Actions/SCR_ScenarioFrameworkActionShowHint.c