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actionnextcombinationlockdialontarget.c
Go to the documentation of this file.
2{
4 {
5 m_Text = "#next_combination_lock_dial";
6 }
7
8 override void CreateConditionComponents()
9 {
12 }
13
14 override bool IsInstant()
15 {
16 return true;
17 }
18
19 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
20 {
21 if (!target.GetObject())
22 return false;
23
24 CombinationLock lock = CombinationLock.Cast( target.GetObject() );
25 if ( lock && lock.GetHierarchyParent() && Fence.Cast(lock.GetHierarchyParent()) )
26 {
27 ConstructionActionData construction_action_data = player.GetConstructionActionData();
28 construction_action_data.SetCombinationLock( lock );
29
30 return true;
31 }
32
33 return false;
34 }
35
36 override void Start( ActionData action_data )
37 {
38 super.Start( action_data );
39
40 //set next dial
41 ConstructionActionData construction_action_data = action_data.m_Player.GetConstructionActionData();
42 CombinationLock combination_lock = construction_action_data.GetCombinationLock();
43 if ( combination_lock )
44 {
45 combination_lock.SetNextDial();
46 }
47 }
48}
string m_Text
Definition actionbase.c:58
ref CCIBase m_ConditionItem
Definition actionbase.c:64
ref CCTBase m_ConditionTarget
Definition actionbase.c:65
void SetCombinationLock(CombinationLock combination_lock)
CombinationLock GetCombinationLock()
void Start()
Plays all elements this effects consists of.
Definition effect.c:157