class BuildingBase
BuildingBase › Building › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
Full hierarchy 54Full members 936
Constructors 1
void BuildingBase()References m_ActionsInitialize
Constants 2
const string ATTACHMENT_SLOT_COMBINATION_LOCK = "Att_CombinationLock"const string ATTACHMENT_SLOT_CODE_LOCK = "Att_CodeLock"Members 4
static ref map<typename, ref TInputActionMap> m_BuildingTypeActionsMap = new map<typename, ref TInputActionMap>Referenced by InitializeActions()
TInputActionMap m_InputActionMapbool m_ActionsInitializeprotected ref ConstructionBasic m_ConstructionReferenced by CanDisplayAttachmentCategory(), CreateConstructionComponent(), GetConstructionBasic()
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, OnDoorCloseStart(), OnDoorOpenStart(), and RegisterConstructionSyncVariables()Methods 21
override protected ConstructionBasic CreateConstructionComponent()override protected void RegisterConstructionSyncVariables()References Class.Cast(), EntityAI.RegisterConstructionSyncVariables(), EntityAI.RegisterNetSyncVariableInt()
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, m_Constructionoverride ConstructionBasic GetConstructionBasic()References m_Construction
References EntityAI.CanDisplayAttachmentCategory(), ConstructionBasic.CanDisplayAttachmentCategoryConstruction(), Class.Cast()
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, Class.Cast(), vector.Distance(), TypeAttachmentGroupsDataHolder.GetAttGroupDataByClassName(), GetConstructionBasic(), GetInstancedAttGroupData(), CGame.GetPlayer(), Object.GetPosition(), EntityAI.GetTypeAttachmentGroupInfoHolder(), InstancedAttachmentGroupDataBuilding.GetValidAttGroupBox(), InstancedAttachmentGroupDataBuilding.GetValidAttGroupPosition(), m_Construction, and TypeAttachmentGroupData.m_SelectionNamevoid InitializeActions()References map.Get(), map.Insert(), SetActions()
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, Class.Type(), m_BuildingTypeActionsMap, and m_InputActionMapReferenced by GetActions()
override void GetActions(typename action_input_type, out array<ActionBase_Basic> actions)void SetActions()void AddAction(typename actionName)void RemoveAction(typename actionName)DigitalCodeLock GetCodeLock(string slotName)CombinationLock GetCombinationLock(string slotName)References EntityAI.CanReceiveAttachment(), Class.Cast(), Count()
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, map.Get(), AdditionalDoorInfosHolder.GetDoorInfoMap(), InventorySlots.GetSlotName(), Object.GetType(), HasConflictingDoorAttachment(), Building.IsDoorOpen(), ItemBase.IsExternalLockType(), ATTACHMENT_SLOT_CODE_LOCK, ATTACHMENT_SLOT_COMBINATION_LOCK, Building.m_AdditionalDoorInfosMap, and AdditionalDoorInfo.m_RelatedInventorySlotNamesCheck if a code lock attachment is already attached to this doors related attachment slots
References EntityAI.CanReleaseAttachment(), Class.Cast(), Class.Cast()
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, DigitalCodeLock.IsLocked(), and CombinationLock.IsLocked()override bool CanDoorBeOpened(notnull DoorManipulationParams params)bool DoorsDirectionalCheck(PlayerBase player, int componentIdx)checks against player relative to defined door direction, some doors can only be operated from one side
override protected InstancedAttachmentGroupDataBase GetInstancedAttGroupData()References Building.m_InstancedAttGroupData
Referenced by CanDisplayAttachmentCategory()
override void OnDoorOpenStart(DoorStartParams params)References ConstructionBasic.OnConstructionDoorOpenStart(), Building.OnDoorOpenStart(), and m_Construction
Referenced by ContainerLockedBase.OnDoorOpenStart()
override void OnDoorCloseStart(DoorStartParams params)References ConstructionBasic.OnConstructionDoorCloseStart(), Building.OnDoorCloseStart(), and m_Construction
Referenced by ContainerLockedBase.OnDoorCloseStart()