class VehicleVFXComponent
Constructors 1
void VehicleVFXComponent(notnull EntityAI parent)Members 5
private bool m_SurfaceInfoOverridenprivate EntityAI m_ParentReferenced by ConvertMemPointToPosition(), PlayEffect(), PlayEffectGroup()
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, VehicleVFXComponent()private SurfaceInfo m_SurfaceInfoprotected ref map<int, ref VehicleVFXData> m_EffectsMapkeyed by EVehicleVFXEffect
protected ref map<int, ref array<ref VehicleVFXData>> m_EffectGroupsMapkeyed by EVehicleVFXEffectGroup
Methods 33
References Object.GetMemoryPointPos(), Object.MemoryPointExists(), m_Parent
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, vector.Zerovoid RegisterEffect(EVehicleVFXEffect effectId, typename effectTypename, VehicleVFXDataParams params)register single instance of effect
References map.Contains(), CreateEffectData(), EnumTools.EnumToString()
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, ErrorEx(), string.Format(), map.Set(), and m_EffectsMapvoid RegisterEffectGroup(EVehicleVFXEffectGroup groupId, typename effectTypename, int count, VehicleVFXDataParams params)register multiple instances of single type of effect owned by the given group
References map.Contains(), CreateEffectData(), EnumTools.EnumToString()
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, ErrorEx(), string.Format(), array.Insert(), map.Insert(), and m_EffectGroupsMapprotected VehicleVFXData CreateEffectData(typename effectTypename, VehicleVFXDataParams params)protected void PlayEffectData(notnull VehicleVFXData data, EntityAI parent)References VehicleVFXData.CanPlay(), Class.Cast(), ParticleParamsOverrideData.ClearAll()
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, EffectParticle.GetParticle(), Object.GetPosition(), CGame.GetSurface(), Effect.IsPlaying(), VehicleVFXData.MarkPlayed(), EffectParticle.ParticleParamsOverride(), SEffectManager.PlayOnObject(), EffectParticle.SelectFromSurface(), EffectParticle.Start(), new SurfaceDetectionParameters(), new SurfaceDetectionResult(), VehicleVFXData.m_Effect, VehicleVFXData.m_EffectId, VehicleVFXData.m_Orientation, VehicleVFXData.m_ParticleParamsData, VehicleVFXData.m_Position, m_SurfaceInfo, m_SurfaceInfoOverriden, SurfaceDetectionParameters.position, SurfaceDetectionResult.surface, and SurfaceDetectionParameters.syncModeprotected void StopEffectData(VehicleVFXData data)stamp on restart too
protected bool IsEffectDataPlaying(VehicleVFXData data)protected bool CanPlayEffectData(VehicleVFXData data)References VehicleVFXData.CanPlay()
protected void SetEffectDataPosition(VehicleVFXData data, vector position)void PlayEffect(EVehicleVFXEffect effectId, EntityAI parent = null)single effect API
Referenced by CarScript.CreateCarDestroyedEffect(), CarScript.EOnPostFrame(), MotorbikeScript.EEHealthLevelChanged()
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, MotorbikeScript.EOnPostFrame()void StopEffect(EVehicleVFXEffect effectId)Referenced by CarScript.EOnPostFrame(), CarScript.FixEntity(), MotorbikeScript.EOnPostFrame()
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, MotorbikeScript.FixEntity()void StopAllEffects()Referenced by CarScript.CleanupEffects()
void SetEffectCooldown(EVehicleVFXEffect effectId, float seconds)References EnumTools.EnumToString(), ErrorEx(), string.Format()
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, map.Get(), VehicleVFXData.SetCooldown(), and m_EffectsMapbool CanPlayEffect(EVehicleVFXEffect effectId)float GetEffectRemainingCooldown(EVehicleVFXEffect effectId)void ResetEffectCooldown(EVehicleVFXEffect effectId)bool IsEffectPlayed(EVehicleVFXEffect effectId)void SetEffectPosition(EVehicleVFXEffect effectId, vector position)References EnumTools.EnumToString(), ErrorEx(), string.Format()
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, map.Get(), SetEffectDataPosition(), and m_EffectsMapvoid SetEffectParticleState(EVehicleVFXEffect effectId, int particleId)References map.Get(), EffectParticle.SetParticleState(), VehicleVFXData.m_Effect
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, m_EffectsMapReferenced by CarScript.CreateCarDestroyedEffect(), CarScript.EOnPostFrame(), MotorbikeScript.EEHealthLevelChanged()
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, MotorbikeScript.EOnPostFrame()ref ParticleParamsOverrideData GetParticleParamsOverrideData(EVehicleVFXEffect effectId)References EnumTools.EnumToString(), ErrorEx(), string.Format()
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, map.Get(), m_EffectsMap, and VehicleVFXData.m_ParticleParamsDatavoid PlayEffectGroup(EVehicleVFXEffectGroup groupId, EntityAI parent = null)effect group API
void StopEffectGroup(EVehicleVFXEffectGroup groupId)void SetEffectGroupCooldown(EVehicleVFXEffectGroup groupId, float seconds)References EnumTools.EnumToString(), ErrorEx(), string.Format()
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, map.Get(), VehicleVFXData.SetCooldown(), and m_EffectGroupsMapbool CanPlayEffectGroup(EVehicleVFXEffectGroup groupId)true only when every member of the group can play
float GetEffectGroupRemainingCooldown(EVehicleVFXEffectGroup groupId)longest remaining cooldown across the group members
void ResetEffectGroupCooldown(EVehicleVFXEffectGroup groupId)bool IsEffectGroupPlayed(EVehicleVFXEffectGroup groupId)true when any member of the group is playing
void SetEffectGroupPositions(EVehicleVFXEffectGroup groupId, TVectorArray positions)References array.Count(), array.Count(), map.Get()
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, Math.Min(), SetEffectDataPosition(), and m_EffectGroupsMapvoid SetEffectGroupParticleState(EVehicleVFXEffectGroup groupId, int particleId)References map.Get(), EffectParticle.SetParticleState(), VehicleVFXData.m_Effect
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, m_EffectGroupsMapref ParticleParamsOverrideData GetEffectGroupParticleParamsOverrideData(EVehicleVFXEffectGroup groupId)References EnumTools.EnumToString(), ErrorEx(), string.Format()
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, map.Get(), m_EffectGroupsMap, and VehicleVFXData.m_ParticleParamsDatavoid SetSurfaceInfo(SurfaceInfo surfaceInfo)void ListGroups()DIAG_DEVELOPERReferences array.Count(), EnumTools.EnumToString(), string.Format()
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, Print(), and m_EffectGroupsMapvoid ListCooldowns()DIAG_DEVELOPERDumps the cooldown state of every registered effect to the log.