DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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ContinuousActionProgress.c
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1class ContinuousActionProgress extends ScriptedWidgetEventHandler
2{
3 reference string RadialBarWidgetName;
4
5 protected PlayerBase m_Player;
7 protected int m_ActionState;
9
10 protected ref WidgetFadeTimer m_FadeTimer;
11 protected bool m_Faded;
12
13 protected float m_InitProgress;
14 protected float m_Speed;
15
16 protected Widget m_Root;
18 protected ImageWidget m_LoaderImage;
20
22 {
23 m_Action = null;
24 m_ActionState = -1;
25 m_AM = null;
26 m_RadialWidget = null;
27 m_LoaderImage = null;
28 m_Radial = null;
29 m_Speed = 0;
30 m_InitProgress = 100;
31
32 m_FadeTimer = new WidgetFadeTimer;
33 m_Faded = true;
34
36 }
37
39 {
41 }
42
43 protected void OnWidgetScriptInit(Widget w)
44 {
45 m_Root = w;
46 m_Root.SetHandler(this);
47 m_Root.Show(false);
48
49 m_RadialWidget = m_Root.FindAnyWidget("PBRadial1");
50 m_LoaderImage = ImageWidget.Cast( m_Root.FindAnyWidget("cap_init_loader") );
51 if(m_RadialWidget)
52 m_RadialWidget.GetScript(m_Radial);
53 m_Root.Update();
54 }
55
56 protected void Update()
57 {
60 IngameHud hud;
61 if (mission && Class.CastTo(hud,mission.GetHud()) && (hud.IsHideHudPlayer() || !hud.GetHudState()))
62 {
63 m_Root.Show(false);
64 return;
65 }
66
67 if(m_Player && !m_Player.IsAlive()) // handle respawn
68 {
69 m_Player = null;
70 m_AM = null;
71 }
72 if(!m_Player) GetPlayer();
74
75 GetActions();
76
77 if(m_Action && m_Action.HasProgress() && m_ActionState != UA_NONE && GetGame().GetUIManager().GetMenu() == null)
78 {
79 if(m_ActionState == UA_INITIALIZE || m_ActionState == UA_AM_PENDING)
80 {
81 m_Speed += 0.02;
82 m_LoaderImage.SetRotation(0, 0, m_Speed * Math.RAD2DEG);
83 m_LoaderImage.Show(true);
84 }
85 else
86 {
87 m_Speed = 0.0;
88 m_LoaderImage.SetRotation(0, 0, 0);
89 m_LoaderImage.Show(false);
90 }
91
92 if(m_ActionState == UA_PROCESSING)
93 {
94 m_InitProgress = 100;
95 m_LoaderImage.SetRotation(0, 0, 0);
96 SetProgress(Math.AbsFloat(m_AM.GetActionComponentProgress() * 100));
97 }
98 m_Root.Show(true);
99 }
100 else
101 {
102 m_Speed = 0.0;
103 m_Root.Show(false);
104 m_LoaderImage.Show(false);
105 SetProgress(0.0);
106 m_LoaderImage.SetRotation(0, 0, 0);
107 }
108 }
109
110 // getters
111 private void GetPlayer()
112 {
114 }
115
116 private void GetActionManager()
117 {
119 {
120 Class.CastTo(m_AM, m_Player.GetActionManager());
121 }
122 else
123 m_AM = null;
124 }
125
126 private void GetActions()
127 {
128 if(!m_AM) return;
129
130 m_Action = null;
131 m_ActionState = -1;
132 m_Action = m_AM.GetRunningAction();
133
134 if(m_Action && m_Action.GetInput().GetInputType() == ActionInputType.AIT_CONTINUOUS)
135 m_ActionState = m_AM.GetActionState(m_Action);
136 else
137 m_Action = null;
138 }
139
140 private void SetProgress(float progress)
141 {
142 if(m_Radial)
143 m_Radial.SetProgress(progress);
144 }
145}
void ActionBase()
Definition ActionBase.c:73
enum ActionInputType m_Action
ActionInputType
Definition ActionInput.c:2
void ActionManagerBase(PlayerBase player)
protected ActionManagerBase m_AM
Mission mission
DayZPlayer m_Player
Definition Hand_Events.c:42
protected Widget m_Root
Definition SizeToChild.c:91
proto native Mission GetMission()
override ScriptInvoker GetUpdateQueue(int call_category)
Definition DayZGame.c:1158
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition EnMath.c:7
Mission class.
Definition gameplay.c:670
Hud GetHud()
Definition gameplay.c:697
proto bool Remove(func fn, int flags=EScriptInvokerRemoveFlags.ALL)
remove specific call from list
proto bool Insert(func fn, int flags=EScriptInvokerInsertFlags.IMMEDIATE)
insert method to list
map: item x vector(index, width, height)
Definition EnWidgets.c:538
private void SetProgress(float progress)
protected ActionManagerBase m_AM
protected void OnWidgetScriptInit(Widget w)
protected PlayerBase m_Player
protected void GetActions()
get actions from Action Manager
protected Widget m_Root
Definition SizeToChild.c:9
protected ref WidgetFadeTimer m_FadeTimer
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto float AbsFloat(float f)
Returns absolute value.
static const float RAD2DEG
Definition EnMath.c:16
const int CALL_CATEGORY_GUI
Definition tools.c:9
const int UA_INITIALIZE
Definition constants.c:428
const int UA_NONE
Definition constants.c:416
const int UA_AM_PENDING
Definition constants.c:430
const int UA_PROCESSING
Definition constants.c:418
proto native volatile void Update()