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cacontinuousrepeat.c
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2{
3 protected float m_TimeElpased;
4 protected float m_TotalTimeElpased;
5 protected float m_TimeToComplete;
6 protected float m_DefaultTimeToComplete;
7 protected ref Param1<float> m_SpentUnits;
8
9 void CAContinuousRepeat( float time_to_complete_action )
10 {
11 m_DefaultTimeToComplete = time_to_complete_action;
12 }
13
14 override void Setup( ActionData action_data )
15 {
16 if ( !m_SpentUnits )
17 {
18 m_SpentUnits = new Param1<float>(0);
19 }
20 else
21 {
22 m_SpentUnits.param1 = 0;
23 }
24
25 m_TimeToComplete = m_DefaultTimeToComplete;//removed softskills
26 }
27
28 override int Execute( ActionData action_data )
29 {
30 if ( !action_data.m_Player )
31 {
32 return UA_ERROR;
33 }
34
36 {
37 m_TimeElpased += action_data.m_Player.GetDeltaT();
38 m_TotalTimeElpased += action_data.m_Player.GetDeltaT();
39 return UA_PROCESSING;
40 }
41 else
42 {
46 OnCompletePogress(action_data);
47 return UA_PROCESSING;
48 }
49 }
50
51 override int Cancel( ActionData action_data )
52 {
53 if ( m_SpentUnits )
54 {
57 }
58 return UA_CANCEL;
59 }
60
61 override float GetProgress()
62 {
63 float progress = m_TimeElpased/m_TimeToComplete;
64 //Print("progress: " + progress + " | m_TimeElpased: " + m_TimeElpased + " | m_TimeToComplete: " + m_TimeToComplete);
65 return progress;
66 }
67
68 void SetProgress(float value)
69 {
70 m_TimeElpased = value;
71 }
72};
void SetACData(Param units)
Definition cabase.c:40
override int Execute(ActionData action_data)
override float GetProgress()
override void Setup(ActionData action_data)
ref Param1< float > m_SpentUnits
void SetProgress(float value)
override int Cancel(ActionData action_data)
void CAContinuousRepeat(float time_to_complete_action)
const int UA_ERROR
Definition constants.c:485
const int UA_PROCESSING
Definition constants.c:464
const int UA_CANCEL
Definition constants.c:467