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ActionInput Class Reference

Private Member Functions

void ActionInput ()
 
void Init (PlayerBase player, ActionManagerClient am)
 
void SetEnablity (bool value)
 
protected void SetInput (string input_name)
 
int GetInputType ()
 
UAInput GetUAInput ()
 
bool JustActivate ()
 
bool IsActive ()
 
bool WasEnded ()
 
void Update ()
 
void Reset ()
 
void UpdatePossibleActions (PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
 
ActionBase GetAction ()
 
ActionTarget GetUsedActionTarget ()
 
ItemBase GetUsedMainItem ()
 
array< ActionBaseGetPossibleActions ()
 
ActionBase GetPossibleAction ()
 
int GetPossibleActionIndex ()
 
bool HasTarget ()
 
void OnActionStart ()
 
void OnActionEnd ()
 
void ActionsSelectReset ()
 
void ForceAction (ActionBase action, ActionTarget target, ItemBase item)
 
void ForceActionTarget (ActionTarget target)
 
void ClearForcedAction ()
 
void ClearForcedTarget ()
 
bool ForceActionCheck (PlayerBase player)
 
void SelectNextAction ()
 
void SelectPrevAction ()
 
int GetPossibleActionsCount ()
 
bool HasInput ()
 
int GetPriority ()
 

Private Attributes

UAIDWrapper m_input
 
int m_InputType
 
int m_Priority
 
bool m_DetectFromItem
 
bool m_DetectFromTarget
 
bool m_DetectFromPlayer
 
bool m_Enabled
 
bool m_JustActivate
 
bool m_HasTarget
 
PlayerBase m_Player
 
ref ActionTarget m_ForcedTarget
 
ref ForcedActionData m_ForcedActionData
 
ref ActionTarget m_Target
 
ItemBase m_MainItem
 
int m_ConditionMask
 
bool m_Active
 

Constructor & Destructor Documentation

◆ ActionInput()

Member Function Documentation

◆ ActionsSelectReset()

void ActionsSelectReset ( )
inlineprivate

◆ ClearForcedAction()

void ClearForcedAction ( )
inlineprivate

◆ ClearForcedTarget()

void ClearForcedTarget ( )
inlineprivate

References m_ForcedTarget.

◆ ForceAction()

void ForceAction ( ActionBase  action,
ActionTarget  target,
ItemBase  item 
)
inlineprivate

◆ ForceActionCheck()

bool ForceActionCheck ( PlayerBase  player)
inlineprivate

◆ ForceActionTarget()

void ForceActionTarget ( ActionTarget  target)
inlineprivate

References m_ForcedTarget.

◆ GetAction()

◆ GetInputType()

◆ GetPossibleAction()

ActionBase GetPossibleAction ( )
inlineprivate

◆ GetPossibleActionIndex()

int GetPossibleActionIndex ( )
inlineprivate

◆ GetPossibleActions()

array< ActionBase > GetPossibleActions ( )
inlineprivate

◆ GetPossibleActionsCount()

◆ GetPriority()

int GetPriority ( )
inlineprivate

◆ GetUAInput()

UAInput GetUAInput ( )
inlineprivate

References UAIDWrapper::InputP(), and m_input.

◆ GetUsedActionTarget()

ActionTarget GetUsedActionTarget ( )
inlineprivate

◆ GetUsedMainItem()

ItemBase GetUsedMainItem ( )
inlineprivate

References m_MainItem.

Referenced by ActionManagerClient::InputsUpdate().

◆ HasInput()

bool HasInput ( )
inlineprivate

References m_input.

◆ HasTarget()

bool HasTarget ( )
inlineprivate

◆ Init()

void Init ( PlayerBase  player,
ActionManagerClient  am 
)
inlineprivate

◆ IsActive()

bool IsActive ( )
inlineprivate

◆ JustActivate()

bool JustActivate ( )
inlineprivate

◆ OnActionEnd()

void OnActionEnd ( )
inlineprivate

References Reset().

◆ OnActionStart()

void OnActionStart ( )
inlineprivate

◆ Reset()

◆ SelectNextAction()

void SelectNextAction ( )
inlineprivate

◆ SelectPrevAction()

void SelectPrevAction ( )
inlineprivate

◆ SetEnablity()

void SetEnablity ( bool  value)
inlineprivate

References m_Enabled.

◆ SetInput()

◆ Update()

◆ UpdatePossibleActions()

void UpdatePossibleActions ( PlayerBase  player,
ActionTarget  target,
ItemBase  item,
int  action_condition_mask 
)
inlineprivate

◆ WasEnded()

bool WasEnded ( )
inlineprivate

References m_Active.

Referenced by ActionManagerClient::InputsUpdate().

Field Documentation

◆ m_Active

bool m_Active
private

◆ m_ConditionMask

◆ m_DetectFromItem

bool m_DetectFromItem
private

Referenced by ActionInput().

◆ m_DetectFromPlayer

bool m_DetectFromPlayer
private

Referenced by ActionInput().

◆ m_DetectFromTarget

bool m_DetectFromTarget
private

◆ m_Enabled

bool m_Enabled
private

Referenced by ActionInput(), SetEnablity(), and Update().

◆ m_ForcedActionData

ref ForcedActionData m_ForcedActionData
private

◆ m_ForcedTarget

◆ m_HasTarget

bool m_HasTarget
private

Referenced by ActionInput(), and HasTarget().

◆ m_input

UAIDWrapper m_input
private

Referenced by GetUAInput(), HasInput(), SetInput(), and Update().

◆ m_InputType

◆ m_JustActivate

bool m_JustActivate
private

Referenced by ActionInput(), JustActivate(), and Update().

◆ m_MainItem

◆ m_Player

PlayerBase m_Player
private

◆ m_Priority

int m_Priority
private

Referenced by ActionInput(), and GetPriority().

◆ m_Target


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