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| void | ConstructionActionData () |
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| void | ~ConstructionActionData () |
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| string | GetMainPartName () |
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| string | GetMainPartNameNoTool () |
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| void | SetTarget (Object target) |
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| Object | GetTarget () |
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| void | SetTargetPart (ConstructionPart target_part) |
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| ConstructionPart | GetTargetPart () |
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| void | SetSlotId (int slot_id) |
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| int | GetSlotId () |
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| void | SetActionInitiator (PlayerBase action_initiator) |
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| PlayerBase | GetActionInitiator () |
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| void | SetNextIndex () |
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| void | RefreshPartsToBuild (string main_part_name, ItemBase tool, bool use_tool=true) |
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| void | OnUpdateActions (Object item, Object target, int component_index) |
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| void | OnUpdateActionsNoTool (Object item, Object target, int component_index) |
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| int | GetConstructionPartsCount () |
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| ConstructionPart | GetCurrentBuildPart () |
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| ConstructionPart | GetBuildPartAtIndex (int idx) |
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| ConstructionPart | GetBuildPartNoToolAtIndex (int idx) |
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| CombinationLock | GetCombinationLock () |
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| void | SetCombinationLock (CombinationLock combination_lock) |
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| string | GetDialNumberText () |
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| int | GetAttachmentSlotFromSelection (PlayerBase player, EntityAI target, ItemBase item_to_attach, string selection) |
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| void | GetAttachmentsFromSelection (EntityAI target, string selection, out array< EntityAI > attachments) |
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| void | CombineItems (ItemBase target, ItemBase item) |
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| void | RefreshAttachmentsToDetach (EntityAI target, string main_part_name) |
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| void | SetNextAttachmentIndex () |
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| int | GetAttachmentsToDetachCount () |
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| EntityAI | GetActualAttachmentToDetach () |
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| void | ResetActionIndexes () |
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◆ ConstructionActionData()
References ScriptInvoker::Clear(), GetGame(), ActionVariantManager::GetOnUpdateInvoker(), ActionManagerClient::GetVariantManager(), ScriptInvoker::Insert(), m_ActionNoToolVariantManager, m_ActionVariantManager, m_Attachments, m_AttachmentsIndex, m_BuildParts, m_BuildPartsNoTool, m_PartIndex, OnUpdateActions(), and OnUpdateActionsNoTool().
◆ ~ConstructionActionData()
◆ CombineItems()
◆ GetActionInitiator()
◆ GetActualAttachmentToDetach()
| EntityAI GetActualAttachmentToDetach |
( |
| ) |
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inlineprivate |
◆ GetAttachmentsFromSelection()
◆ GetAttachmentSlotFromSelection()
◆ GetAttachmentsToDetachCount()
| int GetAttachmentsToDetachCount |
( |
| ) |
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inlineprivate |
◆ GetBuildPartAtIndex()
◆ GetBuildPartNoToolAtIndex()
◆ GetCombinationLock()
◆ GetConstructionPartsCount()
| int GetConstructionPartsCount |
( |
| ) |
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inlineprivate |
◆ GetCurrentBuildPart()
◆ GetDialNumberText()
◆ GetMainPartName()
◆ GetMainPartNameNoTool()
| string GetMainPartNameNoTool |
( |
| ) |
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inlineprivate |
◆ GetSlotId()
◆ GetTarget()
◆ GetTargetPart()
◆ OnUpdateActions()
◆ OnUpdateActionsNoTool()
| void OnUpdateActionsNoTool |
( |
Object |
item, |
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Object |
target, |
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int |
component_index |
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) |
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inlineprivate |
◆ RefreshAttachmentsToDetach()
| void RefreshAttachmentsToDetach |
( |
EntityAI |
target, |
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string |
main_part_name |
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) |
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inlineprivate |
◆ RefreshPartsToBuild()
◆ ResetActionIndexes()
| void ResetActionIndexes |
( |
| ) |
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inlineprivate |
◆ SetActionInitiator()
| void SetActionInitiator |
( |
PlayerBase |
action_initiator | ) |
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inlineprivate |
◆ SetCombinationLock()
◆ SetNextAttachmentIndex()
| void SetNextAttachmentIndex |
( |
| ) |
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inlineprivate |
◆ SetNextIndex()
◆ SetSlotId()
| void SetSlotId |
( |
int |
slot_id | ) |
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inlineprivate |
◆ SetTarget()
| void SetTarget |
( |
Object |
target | ) |
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inlineprivate |
◆ SetTargetPart()
◆ m_ActionInitiator
◆ m_ActionNoToolVariantManager
◆ m_ActionVariantManager
◆ m_Attachments
◆ m_AttachmentsIndex
◆ m_BuildParts
◆ m_BuildPartsNoTool
◆ m_CombinationLock
◆ m_MainPartName
◆ m_MainPartNameNoTool
◆ m_PartIndex
◆ m_SlotId
◆ m_Target
◆ m_TargetPart
The documentation for this class was generated from the following file: