class ActionConstructionPartInfoContinuous
ActionConstructionPartInfoContinuous › ActionBuildPart › ActionContinuousBase › AnimatedActionBase › ActionBase › ActionBase_Basic
Full hierarchy 1Full members 172
- ActionBase_Basic
- ActionBase
- AnimatedActionBase
- ActionContinuousBase
- ActionBuildPart
- ActionConstructionPartInfoContinuous
- ActionBuildPart
- ActionContinuousBase
- AnimatedActionBase
- ActionBase
Methods 10
override void InitInfoData()override void CreateConditionComponents()References new CCINone(), new CCTCursor(), ActionBase.m_ConditionItem
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, ActionBase.m_ConditionTargetoverride bool CanBeStarted()override bool IsLocal()override void OnActionInfoUpdate(PlayerBase player, ActionTarget target, ItemBase item)override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)override bool ActionConditionContinue(ActionData action_data)override protected bool GatherInfoData(PlayerBase player, ActionTarget target, ItemBase item)References ConstructionBase.CanBuildPartEx(), ActionInfoDataConstructionImpossible.CanDisplayInfo(), Class.Cast()
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, Class.Cast(), Class.CastTo(), ActionBuildPart.ClearInfoData(), DbgPrint(), DiagMenu.GetBool(), ConstructionActionData.GetBuildPartInfoAtIndex(), ActionTarget.GetComponentIndex(), PlayerBase.GetConstructionActionData(), EntityAI.GetConstructionBasic(), ActionTarget.GetObject(), ConstructionPart.GetPartName(), ActionInfoDataConstructionBase.SetConstructionPart(), ActionInfoDataConstructionBase.SetTool(), ActionInfoDataBase.m_InfoContextMask, ActionBase.m_InfoData, and ActionBase.m_VariantIDReferenced by ActionCondition()
void DbgPrint(notnull ConstructionBase construction, ActionInfoDataConstructionBase info, int componentIdx)DIAG_DEVELOPERReferences new ActionInfoDebugData(), ConstructionDebug.AddBuildPartInfoData(), ActionInfoDataConstructionBase.GetConstructionPart()
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, ConstructionPart.GetPartName(), ActionInfoDataConstructionBase.GetTool(), Object.GetType(), ConstructionBase.HasConflictPart(), ConstructionBase.HasMaterialsEx(), ConstructionDebug.RemoveBuildPartInfoData(), ActionInfoDebugData.badToolType, ActionInfoDebugData.componentIdx, ActionInfoDebugData.conflictingPart, ActionInfoDebugData.failureMask, ActionInfoDataBase.m_InfoContextMask, ActionInfoDebugData.missingQty, ActionInfoDebugData.missingSlot, and ActionInfoDebugData.partNameReferenced by GatherInfoData()
protected bool SimplifiedCollisionInfoCheck(PlayerBase player, ActionTarget target, ItemBase item)'ComplexBuildCollideCheckClient' not suitable for this, due to missing context (looks into wrong varinats array); returns 'true' if collision does not block action
References HumanInputController.CameraIsFreeLook(), Class.Cast(), Class.Cast()
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, Class.Cast(), new CollisionCheckData(), ConstructionBase.ConstructionDirectionCheck(), ConstructionBase.ConstructionInsiderBoxCheck(), ErrorEx(), ConstructionActionData.GetBuildPartInfoAtIndex(), PlayerBase.GetConstructionActionData(), EntityAI.GetConstructionBasic(), Human.GetInputController(), ConstructionPart.GetMainPartName(), ActionTarget.GetObject(), ConstructionPart.GetPartName(), ConstructionBase.IsCollidingEx(), PlayerBase.IsPlacingLocal(), PlayerBase.IsPlacingServer(), ItemBase.IsPlayerInsideEx(), BaseBuildingBase.MustBeBuiltFromOutside(), BaseBuildingBase.PerformRoofCheckForBase(), ConstructionActionData.SetTarget(), CollisionCheckData.m_PartName, and ActionBase.m_VariantIDReferenced by ActionCondition()