class ConstructionPartRebuild
ConstructionPartRebuild › ConstructionPart
Methods 17
override void InitAdditionalPartInstanceInfo(PartInstanceInitData initData)protected void InitCustomPartInstanceProperties(PartInstanceInitData initData)Generic init method for custom part instance properties
Referenced by InitAdditionalPartInstanceInfo()
override void HandleShowConstructionPart(EntityAI parent)override void HandleHideConstructionPart(EntityAI parent)override void HandleAddPhysics(EntityAI parent)References array.Count(), ConstructionPartTypeData.GetPartTypePhxGeomBehaviorInverts(), ConstructionPartTypeData.GetPartTypePhxGeomNames()
Referenced by ConstructionPartRebuildInverted.HandleRemovePhysics()
override void HandleRemovePhysics(EntityAI parent)added here since it's essentially a supplementary physics operation
References array.Count(), ConstructionPartTypeData.GetPartTypePhxGeomBehaviorInverts(), ConstructionPartTypeData.GetPartTypePhxGeomNames()
Referenced by ConstructionPartRebuildInverted.HandleAddPhysics()
protected void HandleAddProxyRoadway(EntityAI parent)added here since it's essentially a supplementary physics operation
References Object.AddProxyPhysics(), array.Count(), ConstructionPartTypeData.GetPartTypeProxyRoadwayBehaviorInverts()
Referenced by HandleAddPhysics()
protected void HandleRemoveProxyRoadway(EntityAI parent)References Object.AddProxyPhysics(), array.Count(), ConstructionPartTypeData.GetPartTypeProxyRoadwayBehaviorInverts()
Referenced by HandleRemovePhysics()
Groups all actions needed to 'add physics'
Note: 'name' is either animSource name, or boneName, depening on proxy physics usage. Match them when in doubt.
Groups all actions needed to 'remove physics'
Note: 'name' is either animSource name, or boneName, depening on proxy physics usage. Match them when in doubt.
Non-proxy physics handling, ADDING
References Physics.GetGeomInteractionLayer(), Physics.GetGeomName(), Physics.GetNumGeoms()
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, IEntity.GetPhysics(), Physics.SetGeomInteractionLayer(), and string.ToLower()Referenced by ProcessPhysicsAdd()
Non-proxy physics handling, REMOVAL
References Physics.GetGeomInteractionLayer(), Physics.GetGeomName(), Physics.GetNumGeoms()
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, IEntity.GetPhysics(), Physics.SetGeomInteractionLayer(), and string.ToLower()Referenced by ProcessPhysicsRemove()
override void PlayConstructionEffects(EntityAI parent)References DamageSystem.GetDamageZoneFromComponentName(), Object.GetHealth(), Object.GetHealthLevel()
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, ConstructionPart.GetPartName(), ConstructionPartTypeData.GetPartTypeEffectsData(), ConstructionPartEffectsData.GetSoundsetBuild(), ConstructionPartEffectsData.GetSoundsetDestroy(), ConstructionPartEffectsData.GetSoundsetDismantle(), CGame.IsMultiplayer(), SEffectManager.PlaySoundEnviroment(), ConstructionPart.m_IsBuilt, ConstructionPart.m_PartTypeData, and GameConstants.STATE_RUINEDReferenced by PlayConstructionEffects()
References DamageSystem.GetDamageZoneFromComponentName(), Object.GetHealth(), Object.GetHealthLevel()
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, ParticleManager.GetInstance(), ConstructionPartEffectsData.GetParticleDestroyID(), ConstructionPart.GetPartName(), ConstructionPartTypeData.GetPartTypeEffectsData(), CGame.IsMultiplayer(), ParticleManager.PlayInWorld(), ParticleList.INVALID, ConstructionPart.m_IsBuilt, ConstructionPart.m_PartTypeData, and GameConstants.STATE_RUINEDoverride void TryHandleUtilityParts(EntityAI parent)Currently only local part state + animations, not a proper synced build!
References ConstructionManagerStatic.AddPartToProcess(), ConstructionBase.AddToConstructedParts(), ConstructionBase.CanBuildUtilityPart()