DIFF

class BuildingBase

BuildingBase › Building › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed

Constructors 1

void BuildingBase()

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_InputActionMap
Referenced by AddAction(), GetActions(), InitializeActions()
Show 1 more, RemoveAction()
bool m_ActionsInitialize

Methods 21

override protected ConstructionBasic CreateConstructionComponent()
override protected void RegisterConstructionSyncVariables()
void InitializeActions()
Referenced by GetActions()
override void GetActions(typename action_input_type, out array<ActionBase_Basic> actions)
CombinationLock GetCombinationLock(string slotName)
override bool CanDisplayAttachmentSlot(int slot_id)

Check if a code lock attachment is already attached to this doors related attachment slots

override bool CanReleaseAttachment(EntityAI attachment)
bool DoorsDirectionalCheck(PlayerBase player, int componentIdx)

checks against player relative to defined door direction, some doors can only be operated from one side

protected bool HasConflictingDoorAttachment(string slotName, string relatedSlotName, string conflictingSlotName)
override protected InstancedAttachmentGroupDataBase GetInstancedAttGroupData()