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83572921ae
- The action tree of each interaction point is parsed before drawing, pruning inactive actions - Parent actions without statements or active children are not drawn, in order to reduce clutter
99 lines
3.2 KiB
Plaintext
99 lines
3.2 KiB
Plaintext
/*
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* Author: NouberNou and CAA-Picard
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* Compile the action menu from config for an object's class
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*
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* Argument:
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* 0: Object <OBJECT>
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*
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* Return value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp";
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EXPLODE_1_PVT(_this,_object);
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private ["_objectType","_actionsVarName"];
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_objectType = typeOf _object;
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_actionsVarName = format [QGVAR(Act_%1), _objectType];
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// Exit if the action menu is already compiled for this class
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if !(isNil {missionNamespace getVariable [_actionsVarName, nil]}) exitWith {};
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private "_recurseFnc";
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_recurseFnc = {
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private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_selection", "_condition", "_showDisabled",
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"_enableInside", "_children", "_entry", "_entryCfg", "_fullPath"];
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EXPLODE_2_PVT(_this,_actionsCfg,_parentPath);
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_actions = [];
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for "_i" from 0 to (count _actionsCfg) - 1 do {
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_entryCfg = _actionsCfg select _i;
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if(isClass _entryCfg) then {
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_displayName = getText (_entryCfg >> "displayName");
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_distance = getNumber (_entryCfg >> "distance");
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_icon = getText (_entryCfg >> "icon");
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_statement = compile (getText (_entryCfg >> "statement"));
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_selection = getText (_entryCfg >> "selection");
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if (_selection == "") then {
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_selection = [0,0,0];
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};
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_condition = getText (_entryCfg >> "condition");
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if (_condition == "") then {_condition = "true"};
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// Add canInteract (including exceptions) and canInteractWith to condition
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_condition = _condition + format [QUOTE( && {%1 call EGVAR(common,canInteract)} && {[ARR_2(ACE_player, _target)] call EFUNC(common,canInteractWith)} ), getArray (_entryCfg >> "exceptions")];
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_showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0;
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_enableInside = (getNumber (_entryCfg >> "enableInside")) > 0;
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_canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0;
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_fullPath = (+ _parentPath);
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_fullPath pushBack (configName _entryCfg);
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_condition = compile _condition;
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_children = [_entryCfg, _fullPath] call _recurseFnc;
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_entry = [
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[
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_displayName,
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_icon,
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_selection,
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_statement,
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_condition,
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_distance,
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[_showDisabled,_enableInside,_canCollapse],
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_fullPath
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],
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_children
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];
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_actions pushBack _entry;
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};
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};
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_actions
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};
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private "_actionsCfg";
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_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_Actions";
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missionNamespace setVariable [_actionsVarName, [_actionsCfg, []] call _recurseFnc];
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/*
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[
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[
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[
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"My Action",
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"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
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[0,0,0],
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{ (_this select 0) setVelocity [0,0,10]; },
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{ true },
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1,
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[false,false,false]
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["ACE_MainActions","TeamManagement","MyAction"]
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],
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[children actions]
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]
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]
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*/
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