DayZ 1.24
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Land_Underground_Stairs_Exit Class Reference
Inheritance diagram for Land_Underground_Stairs_Exit:
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Collaboration diagram for Land_Underground_Stairs_Exit:
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Private Member Functions

void Land_Underground_Stairs_Exit ()
 
override void CleanUpOnClosedClient ()
 
override float GetOpeningTime ()
 
override void OnDoorStateChangedServer (EUndegroundEntranceState newState)
 
void SoundEnded (Effect eff)
 
override void HandleAudioPlayback (EUndegroundEntranceState newState, EUndegroundEntranceState prevState)
 
override void CreateLights ()
 

Private Attributes

EffectSound m_LockingSound
 
EffectSound m_OpenSoundIn
 
EffectSound m_OpenSoundOut
 
EffectSound m_CloseSoundIn
 
EffectSound m_CloseSoundLoop
 
EffectSound m_CloseSoundOut
 
const string LOCKING_SOUNDSET = "UndergroundDoor_Lock_SoundSet"
 
const string OPENING_SOUNDSET_LOOP_IN = "UndergroundSmallExitDoor_Open_Start_SoundSet"
 
const string OPENING_SOUNDSET_LOOP = "UndergroundSmallExitDoor_Open_Loop_SoundSet"
 
const string OPENING_SOUNDSET_LOOP_OUT = "UndergroundSmallExitDoor_Open_End_SoundSet"
 
const string CLOSING_SOUNDSET_LOOP_IN = "UndergroundSmallExitDoor_Close_Start_SoundSet"
 
const string CLOSING_SOUNDSET_LOOP = "UndergroundSmallExitDoor_Close_Loop_SoundSet"
 
const string CLOSING_SOUNDSET_LOOP_OUT = "UndergroundSmallExitDoor_Close_End_SoundSet"
 

Detailed Description

Definition at line 1 of file Land_Underground_Stairs_Exit.c.

Constructor & Destructor Documentation

◆ Land_Underground_Stairs_Exit()

void Land_Underground_Stairs_Exit::Land_Underground_Stairs_Exit ( )
inlineprivate

Member Function Documentation

◆ CleanUpOnClosedClient()

override void Land_Underground_Stairs_Exit::CleanUpOnClosedClient ( )
inlineprivate

Definition at line 27 of file Land_Underground_Stairs_Exit.c.

References SEffectManager::DestroySound(), m_CloseSoundIn, m_CloseSoundLoop, m_CloseSoundOut, m_LockingSound, m_OpenSoundIn, and m_OpenSoundOut.

◆ CreateLights()

override void Land_Underground_Stairs_Exit::CreateLights ( )
inlineprivate

Definition at line 104 of file Land_Underground_Stairs_Exit.c.

105 {
106 m_InteriorLight1 = EntranceLight.Cast(ScriptedLightBase.CreateLightAtObjMemoryPoint(EntranceLightStairs1, this, "Light1"));
107 m_InteriorLight2 = EntranceLight.Cast(ScriptedLightBase.CreateLightAtObjMemoryPoint(EntranceLightStairs2, this, "Light2"));
108 }
class EntranceLight extends PointLightBase EntranceLightStairs1()

References EntranceLightStairs1(), Land_Underground_EntranceBase::m_InteriorLight1, and Land_Underground_EntranceBase::m_InteriorLight2.

◆ GetOpeningTime()

override float Land_Underground_Stairs_Exit::GetOpeningTime ( )
inlineprivate

Definition at line 41 of file Land_Underground_Stairs_Exit.c.

42 {
43 return AdjustTime(3);
44 }
float AdjustTime(float originalTime, float adjustedTime=-1)

References Land_Underground_EntranceBase::AdjustTime().

Referenced by OnDoorStateChangedServer().

◆ HandleAudioPlayback()

override void Land_Underground_Stairs_Exit::HandleAudioPlayback ( EUndegroundEntranceState newState,
EUndegroundEntranceState prevState )
inlineprivate

Definition at line 75 of file Land_Underground_Stairs_Exit.c.

76 {
77 if (newState == EUndegroundEntranceState.OPENING_A)
78 {
79 PlaySoundSet(m_LockingSound, LOCKING_SOUNDSET, 0, 0);
80 PlaySoundSet(m_OpenSoundIn, OPENING_SOUNDSET_LOOP_IN, 0, 0);
81 }
82 else if (newState == EUndegroundEntranceState.OPENING_B)
83 {
84 if (m_OpenSoundIn)
86 PlaySoundSet(m_OpenSoundOut, OPENING_SOUNDSET_LOOP_OUT, 0, 0);
87 }
88 else if (newState == EUndegroundEntranceState.CLOSING_A)
89 {
90 PlaySoundSet(m_CloseSoundIn, CLOSING_SOUNDSET_LOOP_IN, 0, 0);
92 m_CloseSoundIn.Event_OnEffectEnded.Insert(SoundEnded);
93 }
94 else if (newState == EUndegroundEntranceState.CLOSING_B)
95 {
98 PlaySoundSet(m_CloseSoundOut, CLOSING_SOUNDSET_LOOP_OUT, 0, 0);
99 PlaySoundSet(m_LockingSound, LOCKING_SOUNDSET, 0, 0);
100
101 }
102 }
override void Stop()
Stops sound.

References CLOSING_SOUNDSET_LOOP_IN, CLOSING_SOUNDSET_LOOP_OUT, LOCKING_SOUNDSET, m_CloseSoundIn, m_CloseSoundLoop, m_CloseSoundOut, m_LockingSound, m_OpenSoundIn, m_OpenSoundOut, OPENING_SOUNDSET_LOOP_IN, OPENING_SOUNDSET_LOOP_OUT, SoundEnded(), and EffectSound::Stop().

◆ OnDoorStateChangedServer()

override void Land_Underground_Stairs_Exit::OnDoorStateChangedServer ( EUndegroundEntranceState newState)
inlineprivate

Definition at line 46 of file Land_Underground_Stairs_Exit.c.

47 {
48 switch (newState)
49 {
50 case EUndegroundEntranceState.OPENING_A:
52 SetAnimationPhase("EntranceDoor", 1);
53 break;
54 case EUndegroundEntranceState.OPENING_B:
55 GetGame().UpdatePathgraphRegionByObject(this);
57 break;
58 case EUndegroundEntranceState.CLOSING_A:
60 m_AnimTimerDoorServer.Run(0, this, "OnUpdateServer", "OnFinishedTimerServer", GetOpeningTime(), false, 1 / AdjustTime(1));
62 break;
63 case EUndegroundEntranceState.CLOSING_B:
65 GetGame().UpdatePathgraphRegionByObject(this);
66 break;
67 }
68 }
AnimationTimer class. This timer is for animating float value. usage:
Definition tools.c:618
void RequestLatentTransition(float time, EUndegroundEntranceState targetState=EUndegroundEntranceState.UNINITIALIZED)
proto native CGame GetGame()

References Land_Underground_EntranceBase::AdjustTime(), GetGame(), GetOpeningTime(), Land_Underground_EntranceBase::m_AnimTimerDoorServer, and Land_Underground_EntranceBase::RequestLatentTransition().

◆ SoundEnded()

void Land_Underground_Stairs_Exit::SoundEnded ( Effect eff)
inlineprivate

Definition at line 69 of file Land_Underground_Stairs_Exit.c.

70 {
71 if (eff == m_CloseSoundIn)
72 PlaySoundSetLoop(m_CloseSoundLoop, CLOSING_SOUNDSET_LOOP, 0, 0);
73 }

References CLOSING_SOUNDSET_LOOP, m_CloseSoundIn, and m_CloseSoundLoop.

Referenced by HandleAudioPlayback().

Member Data Documentation

◆ CLOSING_SOUNDSET_LOOP

const string Land_Underground_Stairs_Exit::CLOSING_SOUNDSET_LOOP = "UndergroundSmallExitDoor_Close_Loop_SoundSet"
private

Definition at line 19 of file Land_Underground_Stairs_Exit.c.

Referenced by SoundEnded().

◆ CLOSING_SOUNDSET_LOOP_IN

const string Land_Underground_Stairs_Exit::CLOSING_SOUNDSET_LOOP_IN = "UndergroundSmallExitDoor_Close_Start_SoundSet"
private

Definition at line 18 of file Land_Underground_Stairs_Exit.c.

Referenced by HandleAudioPlayback().

◆ CLOSING_SOUNDSET_LOOP_OUT

const string Land_Underground_Stairs_Exit::CLOSING_SOUNDSET_LOOP_OUT = "UndergroundSmallExitDoor_Close_End_SoundSet"
private

Definition at line 20 of file Land_Underground_Stairs_Exit.c.

Referenced by HandleAudioPlayback().

◆ LOCKING_SOUNDSET

const string Land_Underground_Stairs_Exit::LOCKING_SOUNDSET = "UndergroundDoor_Lock_SoundSet"
private

Definition at line 13 of file Land_Underground_Stairs_Exit.c.

Referenced by HandleAudioPlayback().

◆ m_CloseSoundIn

EffectSound Land_Underground_Stairs_Exit::m_CloseSoundIn
private

◆ m_CloseSoundLoop

EffectSound Land_Underground_Stairs_Exit::m_CloseSoundLoop
private

◆ m_CloseSoundOut

EffectSound Land_Underground_Stairs_Exit::m_CloseSoundOut
private

Definition at line 11 of file Land_Underground_Stairs_Exit.c.

Referenced by CleanUpOnClosedClient(), and HandleAudioPlayback().

◆ m_LockingSound

EffectSound Land_Underground_Stairs_Exit::m_LockingSound
private

Definition at line 3 of file Land_Underground_Stairs_Exit.c.

Referenced by CleanUpOnClosedClient(), and HandleAudioPlayback().

◆ m_OpenSoundIn

EffectSound Land_Underground_Stairs_Exit::m_OpenSoundIn
private

Definition at line 5 of file Land_Underground_Stairs_Exit.c.

Referenced by CleanUpOnClosedClient(), and HandleAudioPlayback().

◆ m_OpenSoundOut

EffectSound Land_Underground_Stairs_Exit::m_OpenSoundOut
private

Definition at line 7 of file Land_Underground_Stairs_Exit.c.

Referenced by CleanUpOnClosedClient(), and HandleAudioPlayback().

◆ OPENING_SOUNDSET_LOOP

const string Land_Underground_Stairs_Exit::OPENING_SOUNDSET_LOOP = "UndergroundSmallExitDoor_Open_Loop_SoundSet"
private

Definition at line 15 of file Land_Underground_Stairs_Exit.c.

◆ OPENING_SOUNDSET_LOOP_IN

const string Land_Underground_Stairs_Exit::OPENING_SOUNDSET_LOOP_IN = "UndergroundSmallExitDoor_Open_Start_SoundSet"
private

Definition at line 14 of file Land_Underground_Stairs_Exit.c.

Referenced by HandleAudioPlayback().

◆ OPENING_SOUNDSET_LOOP_OUT

const string Land_Underground_Stairs_Exit::OPENING_SOUNDSET_LOOP_OUT = "UndergroundSmallExitDoor_Open_End_SoundSet"
private

Definition at line 16 of file Land_Underground_Stairs_Exit.c.

Referenced by HandleAudioPlayback().


The documentation for this class was generated from the following file: