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Land_Underground_EntranceBase Class Reference

Private Member Functions

void Land_Underground_EntranceBase ()
 
void CreateLights ()
 
void ~Land_Underground_EntranceBase ()
 
void CleanUpOnDeleteClient ()
 
void CleanUpOnClosedClient ()
 
bool CanManipulate (Param param=null)
 
void Manipulate (Param param=null)
 
void NavmeshUpdate ()
 
void OnUpdateClient (float timeSlice)
 
override void EOnPostSimulate (IEntity other, float timeSlice)
 
void OnUpdateServer ()
 
void GetConnectedPanels (array< Land_Underground_Panel > panels)
 
bool CheckShouldPlayPersistent (EUndegroundEntranceState state, EUndegroundEntranceState lastValidState)
 
float AdjustTime (float originalTime, float adjustedTime=-1)
 
float GetOpeningTime ()
 
void RequestLatentTransition (float time, EUndegroundEntranceState targetState=EUndegroundEntranceState.UNINITIALIZED)
 
void SetDoorStateServer (EUndegroundEntranceState newState)
 
void OnDoorStateChangedServer (EUndegroundEntranceState newState)
 
void OnDoorStateChangedClient (EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
 
void OpenServer (bool force=false)
 
void HandleVisualPlayback (EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
 
void HandleAudioPlayback (EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
 
void OnFinishedTimerServer ()
 
override void OnVariablesSynchronized ()
 
bool IsInitDoorStateSync ()
 

Private Attributes

EUndegroundEntranceState m_DoorState = EUndegroundEntranceState.CLOSED
 
EUndegroundEntranceState m_DoorStatePrev = EUndegroundEntranceState.UNINITIALIZED
 
float m_AnimPhase
 
ref AnimationTimer m_AnimTimerDoorServer
 
ref Timer m_NavmeshTimer
 
ref array< Land_Underground_Panelm_ConnectedPanels
 
EUndegroundDoorType m_DoorType
 
EntranceLight m_InteriorLight1
 
EntranceLight m_InteriorLight2
 
EntranceLight m_InteriorLight3
 

Constructor & Destructor Documentation

◆ Land_Underground_EntranceBase()

◆ ~Land_Underground_EntranceBase()

Member Function Documentation

◆ AdjustTime()

◆ CanManipulate()

bool CanManipulate ( Param  param = null)
inlineprivate

References m_DoorState.

Referenced by CanInteract().

◆ CheckShouldPlayPersistent()

bool CheckShouldPlayPersistent ( EUndegroundEntranceState  state,
EUndegroundEntranceState  lastValidState 
)
inlineprivate

◆ CleanUpOnClosedClient()

void CleanUpOnClosedClient ( )
private

◆ CleanUpOnDeleteClient()

void CleanUpOnDeleteClient ( )
inlineprivate

◆ CreateLights()

void CreateLights ( )
private

◆ EOnPostSimulate()

override void EOnPostSimulate ( IEntity  other,
float  timeSlice 
)
inlineprivate

References OnUpdateClient().

◆ GetConnectedPanels()

void GetConnectedPanels ( array< Land_Underground_Panel panels)
inlineprivate

◆ GetOpeningTime()

float GetOpeningTime ( )
inlineprivate

◆ HandleAudioPlayback()

void HandleAudioPlayback ( EUndegroundEntranceState  newState,
EUndegroundEntranceState  prevState 
)
private

◆ HandleVisualPlayback()

void HandleVisualPlayback ( EUndegroundEntranceState  newState,
EUndegroundEntranceState  prevState 
)
private

◆ IsInitDoorStateSync()

bool IsInitDoorStateSync ( )
inlineprivate

References m_DoorStatePrev.

Referenced by CheckShouldPlayPersistent().

◆ Manipulate()

void Manipulate ( Param  param = null)
inlineprivate

References OpenServer().

Referenced by Interact().

◆ NavmeshUpdate()

void NavmeshUpdate ( )
inlineprivate

◆ OnDoorStateChangedClient()

◆ OnDoorStateChangedServer()

void OnDoorStateChangedServer ( EUndegroundEntranceState  newState)
private

Referenced by SetDoorStateServer().

◆ OnFinishedTimerServer()

void OnFinishedTimerServer ( )
private

◆ OnUpdateClient()

void OnUpdateClient ( float  timeSlice)
private

Referenced by EOnPostSimulate().

◆ OnUpdateServer()

◆ OnVariablesSynchronized()

override void OnVariablesSynchronized ( )
inlineprivate

◆ OpenServer()

void OpenServer ( bool  force = false)
inlineprivate

◆ RequestLatentTransition()

void RequestLatentTransition ( float  time,
EUndegroundEntranceState  targetState = EUndegroundEntranceState.UNINITIALIZED 
)
inlineprivate

◆ SetDoorStateServer()

void SetDoorStateServer ( EUndegroundEntranceState  newState)
inlineprivate

Field Documentation

◆ m_AnimPhase

float m_AnimPhase
private

Referenced by OnUpdateServer().

◆ m_AnimTimerDoorServer

ref AnimationTimer m_AnimTimerDoorServer
private

◆ m_ConnectedPanels

ref array<Land_Underground_Panel> m_ConnectedPanels
private

◆ m_DoorState

◆ m_DoorStatePrev

EUndegroundEntranceState m_DoorStatePrev = EUndegroundEntranceState.UNINITIALIZED
private

◆ m_DoorType

◆ m_InteriorLight1

EntranceLight m_InteriorLight1
private

◆ m_InteriorLight2

EntranceLight m_InteriorLight2
private

◆ m_InteriorLight3

EntranceLight m_InteriorLight3
private

◆ m_NavmeshTimer

ref Timer m_NavmeshTimer
private

The documentation for this class was generated from the following file: