class ConstructionActionData
Constructors 2
void ConstructionActionData()References ScriptInvoker.Clear(), ScriptInvoker.Clear(), ScriptInvoker.Clear()
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, ScriptInvoker.Clear(), ActionVariantManager.GetOnUpdateInvoker(), ActionVariantManager.GetOnUpdateInvoker(), ActionVariantManager.GetOnUpdateInvoker(), ActionVariantManager.GetOnUpdateInvoker(), ActionManagerClient.GetVariantManager(), ScriptInvoker.Insert(), ScriptInvoker.Insert(), ScriptInvoker.Insert(), ScriptInvoker.Insert(), CGame.IsClient(), CGame.IsMultiplayer(), m_ActionHandsGenericVariantManager, m_ActionInfoContinuousVariantManager, m_ActionVariantManager, m_ActionVariantManagerInstant, m_Attachments, m_AttachmentsIndex, m_BuildParts, m_BuildPartsHandsGeneric, m_BuildPartsInstant, m_BuildPartsJustInfos, m_BuildPartsNoTool, m_IsValid, and m_PartIndexReferenced by PlayerBase.OnSelectPlayer()
void ~ConstructionActionData()Members 23
Object m_Targetref array<ConstructionPart> m_BuildPartsReferenced by ConstructionActionData(), GetBuildPartAtIndex(), GetConstructionPartsCount()
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, OnUpdateActions()ref array<ConstructionPart> m_BuildPartsNoToolused only for ShelterSite building (legacy)
ref array<ConstructionPart> m_BuildPartsHandsGenericused for generic construction, EXCEPT for ShelterSites
Referenced by ConstructionActionData(), GetBuildPartHandsGenericAtIndex(), and OnUpdateActionsHandsGeneric()
ref array<ConstructionPart> m_BuildPartsJustInfosref array<ConstructionPart> m_BuildPartsInstantDIAG_DEVELOPERprotected bool m_IsValidvalidated from main update method on each simulation step
Referenced by ConstructionActionData(), Invalidate(), Validate()
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, ValidateConstructionData()int m_PartIndexused on client only, action synchronizes it to server to avoid mismatch
string m_MainPartNameunused?
string m_MainPartNameNoToolReferenced by GetMainPartNameNoTool(), OnUpdateActionsHandsGeneric(), OnUpdateActionsInstant()
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, OnUpdateActionsNoTool()ref ConstructionPart m_TargetPartCombinationLock m_CombinationLockint m_CombinationLockSide = -1PlayerBase m_ActionInitiatorReferenced by ConstructionActionData(), GetActualAttachmentToDetach(), GetAttachmentsToDetachCount()
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, RefreshAttachmentsToDetach()protected ActionVariantManager m_ActionVariantManagerprotected ActionVariantManager m_ActionNoToolVariantManagerReferenced by OnUpdateActionsNoTool()
protected ActionVariantManager m_ActionHandsGenericVariantManagerReferenced by ~ConstructionActionData(), ConstructionActionData(), and OnUpdateActionsHandsGeneric()
protected ActionVariantManager m_ActionInfoContinuousVariantManagerprotected ActionVariantManager m_ActionVariantManagerInstantDIAG_DEVELOPERint m_AttachmentsIndexReferenced by ConstructionActionData(), GetActualAttachmentToDetach(), ResetActionIndexes()
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, SetNextAttachmentIndex()private int m_FastConstructionModeDIAG_DEVELOPERint m_SlotIdMethods 42
string GetMainPartName()References m_MainPartName
string GetMainPartNameNoTool()References m_MainPartNameNoTool
void SetTargetPart(ConstructionPart target_part)References m_TargetPart
ConstructionPart GetTargetPart()References m_TargetPart
Referenced by ActionDestroyPart.OnActionInfoUpdate(), ActionDestroyPart.OnFinishProgressServer(), ActionDestroyPartInstantDebug.OnActionInfoUpdate()
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, ActionDestroyPartInstantDebug.OnStartServer(), ActionDismantlePart.GetAdminLogMessage(), ActionDismantlePart.OnActionInfoUpdate(), ActionDismantlePart.OnFinishProgressServer(), ActionDismantlePartInstantDebug.OnActionInfoUpdate(), ActionDismantlePartInstantDebug.OnStartServer(), ActionRepairPart.GetText(), and ActionRepairPart.OnActionInfoUpdate()void SetActionInitiator(PlayerBase action_initiator)References m_ActionInitiator
PlayerBase GetActionInitiator()References m_ActionInitiator
Referenced by Watchtower.CanReceiveAttachment()
void Invalidate()to be called from outside
References m_IsValid
Referenced by PlayerBase.CommandHandler()
Single update method to prepare and validate all construction data for the update, to avoid multiple iteration over the same parts array
Referenced by OnUpdateActions(), OnUpdateActionsHandsGeneric(), OnUpdateActionsInstant()
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, OnUpdateActionsNoTool(), and OnUpdateInfoActions()regular tool actions
References Class.Cast(), Class.Cast(), Class.Cast()
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, ActionVariantManager.Clear(), array.Clear(), array.Count(), array.Find(), Object.GetActionComponentNameList(), EntityAI.GetConstructionBasic(), ConstructionBase.GetConstructionPartsToBuild(), array.Insert(), ActionVariantManager.SetActionVariantCount(), ValidateConstructionData(), m_ActionVariantManager, m_BuildParts, m_MainPartName, and LOD.NAME_VIEWused for ShelterSite only (legacy)
References Class.Cast(), Class.Cast(), Class.CastTo()
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, ActionVariantManager.Clear(), array.Clear(), array.Count(), array.Find(), Object.GetActionComponentNameList(), BaseBuildingBase.GetConstructionBasic(), ConstructionBase.GetConstructionPartsToBuild(), array.Insert(), ActionVariantManager.SetActionVariantCount(), ValidateConstructionData(), m_ActionNoToolVariantManager, m_BuildPartsNoTool, m_MainPartNameNoTool, and LOD.NAME_VIEWReferences Class.Cast(), Class.Cast(), Class.CastTo()
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, ActionVariantManager.Clear(), array.Clear(), array.Count(), array.Find(), Object.GetActionComponentNameList(), EntityAI.GetConstructionBasic(), ConstructionBase.GetConstructionPartsToBuild(), array.Insert(), ActionVariantManager.SetActionVariantCount(), ValidateConstructionData(), m_ActionHandsGenericVariantManager, m_BuildPartsHandsGeneric, m_MainPartNameNoTool, and LOD.NAME_VIEWReferences Class.Cast(), Class.Cast(), Class.Cast()
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, ActionVariantManager.Clear(), array.Clear(), array.Count(), array.Find(), Object.GetActionComponentNameList(), EntityAI.GetConstructionBasic(), ConstructionBase.GetConstructionPartsUnableToBuild(), array.Insert(), ActionVariantManager.SetActionVariantCount(), ValidateConstructionData(), m_ActionInfoContinuousVariantManager, m_BuildPartsJustInfos, m_MainPartName, and LOD.NAME_VIEWvoid OnUpdateActionsInstant(Object item, Object target, int componentIndex)DIAG_DEVELOPERReferences Class.Cast(), Class.CastTo(), ActionVariantManager.Clear()
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, array.Clear(), array.Count(), array.Find(), Object.GetActionComponentNameList(), EntityAI.GetConstructionBasic(), ConstructionBase.GetConstructionPartsToBuild(), array.Insert(), ActionVariantManager.SetActionVariantCount(), ValidateConstructionData(), m_ActionVariantManagerInstant, m_BuildPartsInstant, m_MainPartNameNoTool, and LOD.NAME_VIEWint GetConstructionPartsCount()ConstructionPart GetBuildPartAtIndex(int idx)ConstructionPart GetBuildPartNoToolAtIndex(int idx)ConstructionPart GetBuildPartHandsGenericAtIndex(int idx)ConstructionPart GetBuildPartInfoAtIndex(int idx)ConstructionPart GetBuildPartInstantAtIndex(int idx)DIAG_DEVELOPERCombinationLock GetCombinationLock()References m_CombinationLock
void SetCombinationLock(CombinationLock combination_lock)string GetDialNumberText()void SetCombinationLockSide(int lockSide)References m_CombinationLockSide
int GetCombinationLockSide()References m_CombinationLockSide
int GetAttachmentSlotFromSelection(PlayerBase player, EntityAI target, ItemBase item_to_attach, string selection)References GameInventory.CanAddAttachmentEx(), EntityAI.CanBeCombined(), EntityAI.CanDisplayAttachmentCategory()
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, EntityAI.CanDisplayAttachmentSlot(), GameInventory.FindAttachment(), TypeAttachmentGroupData.GetAttachmentGroupClassName(), TypeAttachmentGroupsDataHolder.GetAttGroupsDataBySelectionParam(), EntityAI.GetInventory(), InventorySlots.GetSlotIdFromString(), EntityAI.GetTypeAttachmentGroupInfoHolder(), InventorySlots.INVALID, and TypeAttachmentGroupData.m_AttSlotsvoid GetAttachmentsFromSelection(EntityAI target, string selection, out array<EntityAI> attachments)Referenced by RefreshAttachmentsToDetach()
References ItemBase.AddQuantity(), ItemBase.AddQuantity(), ItemBase.ComputeQuantityUsed()
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, Object.ConfigGetBool(), and ItemBase.IsFullQuantity()void SetNextAttachmentIndex()Referenced by ActionTakeMaterialToHandsSwitch.Start()
int GetAttachmentsToDetachCount()EntityAI GetActualAttachmentToDetach()References Math.Clamp(), array.Get(), GetAttachmentsToDetachCount()
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, m_Attachments, and m_AttachmentsIndexvoid ResetActionIndexes()Referenced by PlayerBase.ResetConstructionActionData()
void SetFastConstructionMode(int mode)DIAG_DEVELOPERReferences m_FastConstructionMode
Referenced by PluginDiagMenuClient.CBBaseBuildingFast()
int GetFastConstructionMode()DIAG_DEVELOPERReferences m_FastConstructionMode
Referenced by ActionBuildPart.ActionCondition(), ActionBuildPart.ActionConditionContinue(), ActionBuildPart.OnFinishProgressServer()
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, ActionBuildPartCB.SetCallbackDuration(), ActionBuildPartHandsGeneric.ActionCondition(), ActionBuildPartHandsGeneric.ActionConditionContinue(), ActionBuildPartInstantDebug.ActionCondition(), ActionBuildPartInstantDebug.OnStartServer(), ActionDestroyPartInstantDebug.ActionCondition(), ActionDismantlePart.ActionCondition(), ActionDismantlePartCB.SetCallbackDuration(), ActionDismantlePartInstantDebug.ActionCondition(), ConstructionBase.CanUseToolToBuildPart(), and ConstructionBase.HasMaterialsEx()ConstructionPart GetCurrentBuildPart()void SetNextIndex()