CAContinuousQuantity.c
class CAContinuousQuantity : CAContinuousBase
{
protected float m_ItemQuantity;
protected float m_SpentQuantity;
protected float m_ItemMaxQuantity;
protected float m_QuantityUsedPerSecond;
protected float m_AdjustedQuantityUsedPerSecond;
protected ref Param1<float> m_SpentUnits;
void CAContinuousQuantity( float quantity_used_per_second )
{
m_QuantityUsedPerSecond = quantity_used_per_second;
}
override void Setup( ActionData action_data )
{
m_SpentQuantity = 0;
if ( !m_SpentUnits )
{
m_SpentUnits = new Param1<float>(0);
}
else
{
m_SpentUnits.param1 = 0;
}
m_ItemMaxQuantity = action_data.m_MainItem.GetQuantityMax();
m_ItemQuantity = action_data.m_MainItem.GetQuantity();
}
override int Execute( ActionData action_data )
{
if ( !action_data.m_Player )
{
return UA_ERROR;
}
if ( m_ItemQuantity <= 0 )
{
return UA_FINISHED;
}
else
{
if ( m_SpentQuantity < m_ItemQuantity )
{
m_AdjustedQuantityUsedPerSecond = m_QuantityUsedPerSecond;
m_SpentQuantity += m_AdjustedQuantityUsedPerSecond * action_data.m_Player.GetDeltaT();
return UA_PROCESSING;
}
else
{
CalcAndSetQuantity( action_data );
OnCompletePogress(action_data);
return UA_FINISHED;
}
}
}
override int Cancel( ActionData action_data )
{
if ( !action_data.m_Player )
{
return UA_ERROR;
}
CalcAndSetQuantity( action_data );
return UA_CANCEL;
}
override float GetProgress()
{
//float progress = m_SpentQuantity/m_ItemQuantity;
return m_SpentQuantity/m_ItemQuantity;
}
//---------------------------------------------------------------------------
void CalcAndSetQuantity( ActionData action_data )
{
if ( g_Game.IsServer() )
{
if ( m_SpentUnits )
{
m_SpentUnits.param1 = m_SpentQuantity;
SetACData(m_SpentUnits);
}
if (action_data.m_MainItem)
{
action_data.m_MainItem.AddQuantity(- m_SpentQuantity,false,false);
}
}
}
};