DIFF

class SoftSkillsManagerSource

Constructors 2

void SoftSkillsManager(PlayerBase player)
References m_IsActive, m_IsCoolDown, m_IsDebugMode
Show 2 more, m_IsLinear, and m_Player
Referenced by PlayerBase.Init()
void ~SoftSkillsManager()
References m_CoolDownTimer

Constants 4

static protected const int DEFAULT_EFFICIENCY = 0
static protected const float PRECISE_WEIGHT_LIMIT = -1
static protected const float ROUGH_WEIGHT_LIMIT = 1
static protected const float COOLDOWN_TIMER = 5

default 5,

Referenced by AddSpecialty()

Members 18

protected PlayerBase m_Player
protected float m_RoughLevel
protected float m_PreciseLevel
protected bool m_IsLinear
protected bool m_IsActive
protected bool m_IsCoolDown
Referenced by IsCoolDown(), SetCoolDown(), SoftSkillsManager()
Show 1 more, SynchDebugStats()
protected int m_UserActionsCounter
protected ref Timer m_CoolDownTimer = new Timer()
protected bool m_IsDebugMode
protected float m_CoolDownValue
protected float m_LastUAValue
protected float m_ComponentBonusBefore
protected float m_ComponentBonusAfter
protected float m_GeneralBonusBefore
protected float m_GeneralBonusAfter
protected ref SoftSkillManagerDebug m_DebugWindow
Referenced by CreateDebugWindow()
protected ref Timer m_SynchTimer

Methods 42

void InitSpecialty(float specialty_level)
float AddLinearPrecise(float specialty_weight)
Referenced by AddSpecialty()
float AddLinearRough(float specialty_weight)
Referenced by AddSpecialty()
float AddExponentialPrecise(float specialty_weight)
Referenced by AddSpecialty()
float AddExponentialRough(float specialty_weight)
Referenced by AddSpecialty()
float AddSpecialtyBonus(float base_value, float specialty_weight, bool is_cacomponent = false, float limit_efficiency = 2)
float SubtractSpecialtyBonus(float base_value, float specialty_weight, bool is_cacomponent = false, float limit_efficiency = 2)
float AdjustCraftingTime(float base_time, float specialty_weight, float limit_efficiency = 2)
PlayerBase GetSoftSkillsPlayer()
References m_Player
void SetSpecialtyLevel(float specialty_level)
References m_SpecialtyLevel
void SynchSpecialtyLevel()
void SetSoftSkillsState(bool state)
References m_IsActive
bool GetSoftSkillsState()
References m_IsActive
void SetLinearState(bool model)
References m_IsLinear
void GetPreciseRoughLevels()
void StartCoolDownTimer(float cooldown_value)
References Timer.Run(), SetCoolDown(), SetCoolDownValue()
Show 1 more, m_CoolDownTimer
Referenced by AddSpecialty()
bool IsCoolDown()
References m_IsCoolDown
void SetCoolDown(bool cool_down)
References m_IsCoolDown
void CreateDebugWindow(bool create)
void SetIsDebug(bool is_debug)
References m_IsDebugMode
void SetCoolDownValue(float cooldown_value)
References m_CoolDownValue
float GetCoolDownValue()
References m_CoolDownValue
float GetLastUAValue()
References m_LastUAValue
void SetLastUAValue(float last_ua_value)
References m_LastUAValue
void SetBonusBefore(bool is_cacomponent, float base_value)
void SetBonusAfter(bool is_cacomponent, float adjusted_value)
float GetComponentBonusBefore()
void SetComponentBonusBefore(float component_bonus_before)
float GetComponentBonusAfter()
void SetComponentBonusAfter(float component_bonus_after)
float GetGeneralBonusBefore()
void SetGeneralBonusBefore(float general_bonus_before)
float GetGeneralBonusAfter()
void SetGeneralBonusAfter(float general_bonus_after)
void StartSynchTimer()
void StopSynchTimer()