DayZ Scripts
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SoftSkillsManager Class Reference

Private Member Functions

void SoftSkillsManager (PlayerBase player)
 
void InitSpecialty (float specialty_level)
 
void ~SoftSkillsManager ()
 
float AddLinearPrecise (float specialty_weight)
 
float AddLinearRough (float specialty_weight)
 
float AddExponentialPrecise (float specialty_weight)
 
float AddExponentialRough (float specialty_weight)
 
void AddSpecialty (float specialty_weight)
 
float AddSpecialtyBonus (float base_value, float specialty_weight, bool is_cacomponent=false, float limit_efficiency=2)
 
float SubtractSpecialtyBonus (float base_value, float specialty_weight, bool is_cacomponent=false, float limit_efficiency=2)
 
float AdjustCraftingTime (float base_time, float specialty_weight, float limit_efficiency=2)
 
PlayerBase GetSoftSkillsPlayer ()
 
void SetSpecialtyLevel (float specialty_level)
 
float GetSpecialtyLevel ()
 
void SynchSpecialtyLevel ()
 
void SetSoftSkillsState (bool state)
 
bool GetSoftSkillsState ()
 
void SetLinearState (bool model)
 
bool IsLinear ()
 
void GetPreciseRoughLevels ()
 
void StartCoolDownTimer (float cooldown_value)
 
bool IsCoolDown ()
 
void SetCoolDown (bool cool_down)
 
void CreateDebugWindow (bool create)
 
void SynchDebugStats ()
 
void SetIsDebug (bool is_debug)
 
bool IsDebug ()
 
void SetCoolDownValue (float cooldown_value)
 
float GetCoolDownValue ()
 
float GetLastUAValue ()
 
void SetLastUAValue (float last_ua_value)
 
void SetBonusBefore (bool is_cacomponent, float base_value)
 
void SetBonusAfter (bool is_cacomponent, float adjusted_value)
 
float GetComponentBonusBefore ()
 
void SetComponentBonusBefore (float component_bonus_before)
 
float GetComponentBonusAfter ()
 
void SetComponentBonusAfter (float component_bonus_after)
 
float GetGeneralBonusBefore ()
 
void SetGeneralBonusBefore (float general_bonus_before)
 
float GetGeneralBonusAfter ()
 
void SetGeneralBonusAfter (float general_bonus_after)
 
void StartSynchTimer ()
 
void StopSynchTimer ()
 
void ResetDebugWindow ()
 

Private Attributes

protected PlayerBase m_Player
 
protected float m_SpecialtyLevel
 
protected float m_RoughLevel
 
protected float m_PreciseLevel
 
protected bool m_IsLinear
 
protected bool m_IsActive
 
protected bool m_IsCoolDown
 
protected int m_UserActionsCounter
 
protected ref Timer m_CoolDownTimer = new Timer()
 
protected bool m_IsDebugMode
 
protected float m_CoolDownValue
 
protected float m_LastUAValue
 
protected float m_ComponentBonusBefore
 
protected float m_ComponentBonusAfter
 
protected float m_GeneralBonusBefore
 
protected float m_GeneralBonusAfter
 
protected ref SoftSkillManagerDebug m_DebugWindow
 
protected ref Timer m_SynchTimer
 

Static Private Attributes

static protected const int DEFAULT_EFFICIENCY = 0
 
static protected const float PRECISE_WEIGHT_LIMIT = -1
 
static protected const float ROUGH_WEIGHT_LIMIT = 1
 
static protected const float COOLDOWN_TIMER = 5
 

Constructor & Destructor Documentation

◆ SoftSkillsManager()

void SoftSkillsManager ( PlayerBase  player)
inlineprivate

◆ ~SoftSkillsManager()

void ~SoftSkillsManager ( )
inlineprivate

References m_CoolDownTimer.

Member Function Documentation

◆ AddExponentialPrecise()

float AddExponentialPrecise ( float  specialty_weight)
inlineprivate

◆ AddExponentialRough()

float AddExponentialRough ( float  specialty_weight)
inlineprivate

◆ AddLinearPrecise()

float AddLinearPrecise ( float  specialty_weight)
inlineprivate

◆ AddLinearRough()

float AddLinearRough ( float  specialty_weight)
inlineprivate

◆ AddSpecialty()

◆ AddSpecialtyBonus()

float AddSpecialtyBonus ( float  base_value,
float  specialty_weight,
bool  is_cacomponent = false,
float  limit_efficiency = 2 
)
inlineprivate

◆ AdjustCraftingTime()

float AdjustCraftingTime ( float  base_time,
float  specialty_weight,
float  limit_efficiency = 2 
)
inlineprivate

◆ CreateDebugWindow()

void CreateDebugWindow ( bool  create)
inlineprivate

◆ GetComponentBonusAfter()

float GetComponentBonusAfter ( )
inlineprivate

References m_ComponentBonusAfter.

◆ GetComponentBonusBefore()

float GetComponentBonusBefore ( )
inlineprivate

◆ GetCoolDownValue()

float GetCoolDownValue ( )
inlineprivate

References m_CoolDownValue.

◆ GetGeneralBonusAfter()

float GetGeneralBonusAfter ( )
inlineprivate

References m_GeneralBonusAfter.

◆ GetGeneralBonusBefore()

float GetGeneralBonusBefore ( )
inlineprivate

References m_GeneralBonusBefore.

◆ GetLastUAValue()

float GetLastUAValue ( )
inlineprivate

References m_LastUAValue.

◆ GetPreciseRoughLevels()

void GetPreciseRoughLevels ( )
inlineprivate

◆ GetSoftSkillsPlayer()

PlayerBase GetSoftSkillsPlayer ( )
inlineprivate

References m_Player.

◆ GetSoftSkillsState()

bool GetSoftSkillsState ( )
inlineprivate

References m_IsActive.

Referenced by AddSpecialty().

◆ GetSpecialtyLevel()

float GetSpecialtyLevel ( )
inlineprivate

References m_SpecialtyLevel.

Referenced by OnUpdate().

◆ InitSpecialty()

void InitSpecialty ( float  specialty_level)
inlineprivate

◆ IsCoolDown()

bool IsCoolDown ( )
inlineprivate

References m_IsCoolDown.

Referenced by AddSpecialty().

◆ IsDebug()

bool IsDebug ( )
inlineprivate

References m_IsDebugMode.

Referenced by SetBonusAfter(), and SetBonusBefore().

◆ IsLinear()

bool IsLinear ( )
inlineprivate

References m_IsLinear.

Referenced by AddSpecialty().

◆ ResetDebugWindow()

◆ SetBonusAfter()

void SetBonusAfter ( bool  is_cacomponent,
float  adjusted_value 
)
inlineprivate

◆ SetBonusBefore()

void SetBonusBefore ( bool  is_cacomponent,
float  base_value 
)
inlineprivate

◆ SetComponentBonusAfter()

void SetComponentBonusAfter ( float  component_bonus_after)
inlineprivate

References m_ComponentBonusAfter.

Referenced by ResetDebugWindow(), and SetBonusAfter().

◆ SetComponentBonusBefore()

void SetComponentBonusBefore ( float  component_bonus_before)
inlineprivate

◆ SetCoolDown()

void SetCoolDown ( bool  cool_down)
inlineprivate

References m_IsCoolDown.

Referenced by StartCoolDownTimer().

◆ SetCoolDownValue()

void SetCoolDownValue ( float  cooldown_value)
inlineprivate

References m_CoolDownValue.

Referenced by ResetDebugWindow(), and StartCoolDownTimer().

◆ SetGeneralBonusAfter()

void SetGeneralBonusAfter ( float  general_bonus_after)
inlineprivate

References m_GeneralBonusAfter.

Referenced by ResetDebugWindow(), and SetBonusAfter().

◆ SetGeneralBonusBefore()

void SetGeneralBonusBefore ( float  general_bonus_before)
inlineprivate

References m_GeneralBonusBefore.

Referenced by ResetDebugWindow(), and SetBonusBefore().

◆ SetIsDebug()

void SetIsDebug ( bool  is_debug)
inlineprivate

◆ SetLastUAValue()

void SetLastUAValue ( float  last_ua_value)
inlineprivate

◆ SetLinearState()

void SetLinearState ( bool  model)
inlineprivate

References m_IsLinear.

◆ SetSoftSkillsState()

void SetSoftSkillsState ( bool  state)
inlineprivate

References m_IsActive.

◆ SetSpecialtyLevel()

void SetSpecialtyLevel ( float  specialty_level)
inlineprivate

◆ StartCoolDownTimer()

void StartCoolDownTimer ( float  cooldown_value)
inlineprivate

◆ StartSynchTimer()

void StartSynchTimer ( )
inlineprivate

References m_SynchTimer, and SetIsDebug().

◆ StopSynchTimer()

void StopSynchTimer ( )
inlineprivate

◆ SubtractSpecialtyBonus()

float SubtractSpecialtyBonus ( float  base_value,
float  specialty_weight,
bool  is_cacomponent = false,
float  limit_efficiency = 2 
)
inlineprivate

◆ SynchDebugStats()

◆ SynchSpecialtyLevel()

void SynchSpecialtyLevel ( )
inlineprivate

Field Documentation

◆ COOLDOWN_TIMER

protected const float COOLDOWN_TIMER = 5
staticprivate

Referenced by AddSpecialty().

◆ DEFAULT_EFFICIENCY

protected const int DEFAULT_EFFICIENCY = 0
staticprivate

Referenced by GetPreciseRoughLevels().

◆ m_ComponentBonusAfter

protected float m_ComponentBonusAfter
private

◆ m_ComponentBonusBefore

protected float m_ComponentBonusBefore
private

◆ m_CoolDownTimer

protected ref Timer m_CoolDownTimer = new Timer()
private

◆ m_CoolDownValue

protected float m_CoolDownValue
private

◆ m_DebugWindow

protected ref SoftSkillManagerDebug m_DebugWindow
private

Referenced by CreateDebugWindow().

◆ m_GeneralBonusAfter

protected float m_GeneralBonusAfter
private

◆ m_GeneralBonusBefore

protected float m_GeneralBonusBefore
private

◆ m_IsActive

protected bool m_IsActive
private

◆ m_IsCoolDown

protected bool m_IsCoolDown
private

◆ m_IsDebugMode

protected bool m_IsDebugMode
private

◆ m_IsLinear

protected bool m_IsLinear
private

◆ m_LastUAValue

protected float m_LastUAValue
private

◆ m_Player

◆ m_PreciseLevel

protected float m_PreciseLevel
private

◆ m_RoughLevel

◆ m_SpecialtyLevel

◆ m_SynchTimer

protected ref Timer m_SynchTimer
private

Referenced by StartSynchTimer(), and StopSynchTimer().

◆ m_UserActionsCounter

protected int m_UserActionsCounter
private

◆ PRECISE_WEIGHT_LIMIT

protected const float PRECISE_WEIGHT_LIMIT = -1
staticprivate

◆ ROUGH_WEIGHT_LIMIT

protected const float ROUGH_WEIGHT_LIMIT = 1
staticprivate

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